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One Hundred Mass Play Games 



BY 
CAPT. FRANK S. WYATT 

Director of Athletics Northwestern State 
College of Oklahoma ; Formerly Director of 
Physical Activities Base 1, A. E. F., France 



HARLOW PUBLISHING COMPANY 

Oklahoma City. 
1921 






Copyright :921 
by 
FRANK S. WYATT 



iCi,A677879 



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Foreword 

The author of this book for the past fifteen 
years has had the direction of physical work at 
the Northwestern State Teachers' College at 
Alva, Oklahoma, excepting the three years 
when he was in active service with the Army. 
After the armistice, he was placed in charge of 
all physical activities at Base 1, S. 0. S., France. 
Approximately 600,000 men passed through 
this base. After his return from France, he was 
given direction of all activities for shell-shocked 
men at St. Elizabeth Hospital, Washington, D. 
C. Quoting the Washington Post, ^^The doctors 
of the hospital were astonished and pleased with 
the results of the Mass Play Games upon the 
shell-shocked men as introduced by Capt. 
Wyatt." 

From this notable experience comes a clear 
vision not only of a soldier-trained America, 
but also a citizen-trained America. There is no 
imaginable reason why a training proven to be 
good for the physique and morale of the soldier 
should not be equally good for the citizen. 

I desire to acknowledge the courtesy of the 
Y. M. C. A. general office in granting permis- 
sion to use two copyrighted formations, — the 
chariot-lock and the shuttle formation. 

Frank S. Wyatt. 
Alva, Okla. 
Dec. 15. 1921. 



Table of Contents 



INTRODUCTION. 

Page 

Introductory Letters 9 

Scope and Purpose of the Book 14 

Ages of Physical Development 23 

Mass Formation and Games for the Primary 

Grades 27 

A Brief System of Tactics Suggested as a Basis 

for Conducting Mass Plays 28 

MASS PLAY GAMES. 

CHAPTER L 

Games starting from Company Front or 
Parallel Lines. These games are numbered 
from 1 to 25 inclusive, 41 

CHAPTER II. 

Games starting from a Line of Files. 
These games are numbered from 26 to 
49 inclusive, 61 

CHAPTER III. 

Games starting from Formation in Col- 
umns of Four. These games are numbered 
from 50 to 55, inclusive, 78 

CHAPTER IV. 

Games starting from Circle or Wheel For- 
mation. These games are numbered from 
56 to 67, inclusive, 83 



CHAPTER V. Page 
Games starting from the Shuttle Forma- 
tion. These games are numbered from 68 
to 84, inclusive, . 92 

CHAPTER VI. 

(Special Water Games. These games are 
numbered from 85 to 93, inclusive, 102 

CHAPTER VII. 

Indoor Stunts. Under this caption there 
are fifteen ''Stunts" outlined, 111 

APPENDIX. 

Irish Baseball, 115 

Modified Indoor Baseball, 118 

Mass Cross Country Endurance Test, 119 

Suggested Field Event in Which Everyone Be- 
comes a Counting Unit, 121 

A Suggested Plan for Rural School Field Meet, 123 

Setting Up Exercises, 124 

Swimming the Universal Exercise, 127 

Physical Record Chart, 130 



LIST OF ILLUSTRATIONS 



Plate 


1. 


Plate 


2. 


Plate 


3. 


Plate 


4. 


Plate 


5. 


Plate 


6. 


Plate 


7. 


Chart 


1. 


Chart 


2. 


Chart 


3, 


Chart 


4. 


Chart 


5, 


Chart 


6. 


Chart 


7. 



Opposite page 

Company Front 16 

Open Formation 32 

Company Front: Ready for ''Hand to 

Hand Fighting" 48 

Line of Files Ready for Game 64 

Column of Fours Ready for the Game 80 

The Chariot Lock 96 

Wheel Formation, Eight in Each 

Spoke Frontispiece 

Company Front 17 

Beginning of Squads Right 33 

From Company Front Interval and 

Distance 49 

A Line of Files 66 

Columns of Squads From Co. Ft. __ 81 

Wheel From a Line of Files 97 

Field for Irish Baseball 113 



Introduction 

INTRODUCTORY LETTERS 

We seemingly since our development from 
the pioneer period of our civilization have some- 
what degenerated into a nation of voluntary 
athletes who together with men whose brain 
development is handicapped with puny physique 
m^ake up these United States — and that condi- 
tion is wrong. 

The demonstration of this conclusion was 
seen during the world war when a large per- 
centage of the men examined for army train- 
ing failed to meet the physical requirements of 
a good soldier. It is further shown through the 
permission in our colleges of voluntary athletics 
which until very recently was universal, per- 
mitting the mass of our young to slouch through 
school and to depend upon tailors to conceal 
physical defects which should never have been 
allowed to develop. Nature if given half a 
chance could properly conceal the defects by 
eradicating them, properly developing the mus- 
cles. 

[9] 



10 One Hundred Mass Play Games 

We have come to feel keenly the need of physi- 
cal exercises, in the guise of amusements. The 
men of tomorrow must be trained physically 
while they are the children of today. Physical 
exercise is as essential to the development of 
youth as is study of books to the development 
of the brain. We are becoming a nation which 
takes its exercise on the seats of the grand- 
stand, watching the exercises of a select few 
college students, or professional athletes. 

This book if properly employed, points the 
way to correction of a fault which is crying for 
correction in all our schools. A few exceptional 
schools already have begun the program of ath- 
letics for all children. They are far in the 
minority however. The various games herein 
described, I have seen, and they produce the 
desired results. They develop muscles, keep the 
interest of the players, and develop the mind to 
the extent that they produce co-ordination of 
mind and muscle. 

Many of the exercises will be retained in the 
mind of the child, as it develops into the mind 
of the man, and will be used daily in after life, 



One Hundred Mass Play Games 11 

if the necessity for physical fitness at all times 
is instilled in the young. 

J. P. O^Neil, 

Col. U. S. A. 



It is now generally recognized by all school 
authorities that the physical well-being and de- 
velopment of public school children must be 
provided for as well as the intellectual and 
moral, and that this cannot be left to accidental 
opportunities or haphazard methods. 

Sane and safe plans for training, strength- 
ening, and developing the body are required and 
demanded in all public schools. Athletics, as 
such, has met the need only in part, for the 
reason that only a small percent of the students 
or pupils enrolled engage in the games. Foot- 
ball, basketball, and baseball have accomplished 
much for those participating, but nothing for 
the onlooking admirers who have furnished the 
enthusiasm. What is needed in every school is 
a system of plays and games that will include 
among the participants every student, thus af- 
fording the benefits of physical training and 
team-work to all. The ^'mass plays" presented 



12 One Hundred Mass Play Games 

in this book by Captain Frank Wyatt were pre- 
pared for use in the United States Army, when, 
in the camps, ^^our boys'^ grew weary of mili- 
tary drill and longed for the stimulating ac- 
tivity of games and plays. These plays are de- 
vised to take care of any number — from ten to 
ten thousand. They will m^eet the need for a 
series of play-ground activities which will in- 
clude the whole school and provide athletic train- 
ing for every student. It is my belief that 
Captain Wyatt's book v/ill be a distinct and 
valuable aid to every teacher who is interested 
in the successful administration of his or her 
school. 

(Signed) L. D. Borden, 

Chief Supervisor of Rural 
Schools, State of Texas. 



An examination of the young men taken in 
the draft for the American Army in the recent 
war resulted in an appalling revelation. The 
American people were shocked to learn that 
more than one-third of our young men, taken 
from every class of people and from every part 
of the country, were physically unfit for mili- 
tary service. This startling state of affairs em- 



One Hundred Mass Play Games 13 

phasized the need of some kind of program for 
proper physical education and recreation, es- 
pecially in our schools. We have always had a 
certain amount of play, athletic games and 
gymnastics in the schools, but these have been 
carried on in a fashion which is unscientific and 
unsystematic. The need for a systematic pro- 
gram that will guarantee results is imperative. 
During my work among the soldiers of the 
American Army I came to realize for the first 
time that mass games could be used effectively 
for the promotion of physical welfare. Inter- 
scholastic and intercollegiate contests are car- 
ried on under great excitement and frequently 
result in physical injury rather than in posi- 
tive good. I am glad to know that Captain 
Frank S. Wyatt has prepared a book setting out 
in a systematic way games and exercises that 
may be used in the schools and elsewhere. This 
should be a great contribution to the cause of 
education and indirectly to the nation. 

JNO. J. TiGERT, 

U. S. Commissioner of Education. 
Washington, D. C, August 23, 1921. 



14 One Hundred Mass Play Games 

SCOPE AND PURPOSE OF THE BOOK 

It is the writer's purpose to introduce a 
number of mass play games so diagrammed, 
photographed and explained that a teacher with 
no especial training for this purpose can take 
her whole class, school, or assembly and start 
them playing without loss of time. 

"Physical Education has to do with physical 
activity, and physical activity is the very fund- 
amental thing in human activity." — Dr. Small, 
U. S. Bureau of Education. 

Our greatest duty is to perfect our type of 
human beings. Seventy-five percent of the chil- 
dren of the United States have physical defects 
which retard them in their studies, and are det- 
rimental to their health and growth. The work- 
ing men of our country lose through ill health 
and the paying of doctors' bills over $900,- 
000,000 annually. 

The war showed that more physical defects 
came from the rural districts than from the 
City. The reason can be given in a phrase ; bet- 
ter supervision and physical training of the 
City people. The rural people exercise, but it is 



One Hundred Mass Play Games 15 

too often in one direction and does not tend to 
build a symmetrical body. All people ought to 
carry on some kind of physical education. The 
majority do not. 

If we are to properly defend our country, and 
her institutions, we must have a healthy na- 
tion of people. The general welfare of our coun- 
try is at stake. The children of today are the 
parents of our next generation. 

Physical education should help social co- 
operation. A purely gymnasium trained group 
would lack the ^^esprit de corpsJ' In setting up 
exercises, gymnasium work, Swedish and Del- 
sart movements, it has no significance for a 
given pupil that the person on his right or left 
executes the movement either well or badly. 
Therefore, notwithstanding the fact that this 
kind of work is usually given to classes, it is 
individualistic in aim. There is nothing in any 
of this kind of work that will lead one to do 
team work in actual life. Even many of the 
lower animals do better than this. Take the 
two ancient civilizations of Athens and Sparta. 
The Spartans did not play. Their rigid train- 
ing was for warfare and the hunt, and in many 



16 One Hundred Mass Play Games 

ways this training was individualistic. The 
Athenians, on the other hand, played many 
kinds of group games. Xenophon, who in- 
structed Cyrus, was the great play man of 
Athens. History recites that he brought them 
together in large groups and that the Greek 
boys enjoyed their play. The Spartans under 
their system of training grew stern, stoical and 
unimaginative; they never produced anything 
great except a courage that invited death on 
the battlefield. 

The Athenians lived in social contact with 
the rest of the known world; they excelled in 
art, language, commerce and strength. We have 
every evidence that they were a cheerful, happy 
and contented people. 

We are beginning to realize more and more 
that one kind of thinking is just as good as 
another. Most of our schoolroom studies, as a 
matter of thought or mind building, have no 
value over the play ground. As a matter of 
fact, the thinking and quick action involved in 
playing games has been the salvation of many 
a dull boy. He gets more than the thinking 
exercise out of his play; he learns to live with 




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One Hundred Mass Play Games 17 

his kind. His body, mind and soul are culti- 
vated. Ask yourself what is your reaction to a 
good game and a chapter in Caesar. Don^t fool 
yourself with the thought that one is solely for 
the body and the other for the mind. The 
Chinese child never plays, he sits around and 
watches his elders perform. The Chinese are 
not great organizers. The development of the 
criminal ^^Tong'' is no doubt a compensation for 
the lack of play games during the preadolescent 
period. This is the age of deep impression, ^nd 
a thwarted impulse during this period always 
shows in some abnormal way in later life. The 
boy is not allowed to do anything that he really 
wants to do. He often gets the idea that the 
school, the church, and his parents are in a con- 
spiracy to keep him from enjoying himself. The 
boy should not be suppressed, but should be en- 
couraged to do many things. He now needs, 
above all other periods in his life, a teacher who 
can understand. For these things that suppress 
the boys instincts, there must be a quick com- 
pensation of some kind to restore the balance. 
There is nothing that will clear his mind of sus- 
picion and make him see the world in the 



18 One Hundred Mass Play Games 

proper light as quickly as some kind of play 
games. 

There is no royal road to exercise; you must 
actually do the work. Artificial exercises will 
never add one atom of oxygen to your blood or 
tissues. This element so necessary to life must 
reach these parts through actual work. Muscles 
must be used or they wither away. The tone of 
the nerves depends upon the tissues of the body. 
It is up to you, you must live right, eat right 
and work to be healthy. 

If we are going to make healthy, athletic 
young men and women, we must begin our ef- 
fort as soon as possible. There should be a 
physical and medical record made of the child 
the first day he enters school. This should be 
kept as a permanent part of his school record. 
(See suggested Physical record, page 130). 
Many of the ills of mankind, both old and young, 
are brought on by over indulgence in food and 
a lack of proper exercise. Certain foods, pro- 
teids, lean of meat, beans and eggs, etc., cannot 
be stored up in the body. When too much of 
any of these foods are taken, they produce a 
fermentation in the stomach which often leads 



One Hundred Mass Play Games 19 

to serious results. The other kind of food, fats, 
oils, sugars and starches, can be stored up in 
the body in the form of fat and often lead to a 
more serious result. Statistics from life insur- 
ance companies show that the man who allows 
himself to get fat cuts twenty-years off of his 
life. Primitive man had his season of plenty 
and his season of food shortage. His body laid 
on fat at every opportunity so as to be able to 
live through the season when there was a lack 
of food. The necessities of the primitive man 
are not with us but your body does not know 
that, so it stores up fat. Fat clogs every organ 
of the body and weakens the nervous system. 
The only way to correct this condition is to les- 
sen your supply of food and take proper phy- 
sical exercise. The teacher must be able to 
arouse enthusiasm for the physical work allow- 
ing no one to sidestep this part of their educa- 
tion. Our laws, social, moral and industrial 
requirements are all tending toward the elimi- 
nation of the physical unfit. The time is com- 
ing when a young man or woman applying for 
a position will have to show a physical certifi- 



20 One Hundred Mass Play Games 

cate as well as character and education to be 
able to secure the ^x^sition. 

One of the advantag'es that mark these 
games is that larg'e i^'roups can exercise with- 
out loss of time. No apparatus is needed. One 
director can handle a large number, and be- 
cause of their mass competitive character, 
arouse a i^'i'eat deal of enthusiasm. 

?.lany of the mass play g'ames herein outlined 
were invented by tlie author during' the War 
to take tlie place of setting-up and other me- 
chanical exercises of which the men had grown 
weary. These games are for mass-play. We 
avoid anything that miglit be termed an "It" 
game. 

Since they are competitive, they can be used 
in ind^\u- contests between classes, societies. 
clubs or fraternities, lite German system from 
wliii'li we borrowed most of our calesthenics 
or setting up exerinses was deficieiu for tlie 
yoimg at least, and in many cases did positive 
injury. Tlie stra^^ping of scliool b.'oks on the 
back of a boy to give corre^'t carnage and habi- 
tuate Itina to carrying a pack is a mistake. 



One Hundred Mass Play Games 21 

What he really needs is perfect freedom to ex- 
ercise all the organs and parts of the body. 
Gymnasium-trained men who do most of their 
exercising with apparatus, can make a showing 
of chests, arms and over-developed muscles, 
but they usually make a poor showing in any 
kind of an endurance test. They are over- 
trained in parts. Walking, running, and re- 
creational games are much better because more 
natural and enjoyable. The point to be made 
here is that the bodies of the young must be 
developed naturally, not abnormally. If all 
the organs of the body are healthy, the small de- 
fects of parts of the body will correct them- 
selves without resort to abnormal gymnastic 
exercises. 

Our system of althletics in the past has been 
largely at fault. We give almost exclusive at- 
tention to the letter man, but ignore the young. 
What little these get comes from imitation, is 
without supervision and is accidental. This 
inverted cone idea with the letter man at the 
top is all wrong. This cone should be turned 
over and set upon a solid foundation of uni- 
versal physical training for all of the young. 



22 One Hundred Mass Play Games 

Remember, we are not trying to make gym- 
nasts, but athletes; athletes of all rather than 
star performers of a few. It is easy to explain 
that less than fifty per cent, of our young 
men were fit for military service when records 
show that the average education of the drafted 
man was that of a fifth grader. The few 
at the top who received physical training were 
much above the average. The work done in 
our big schools so far as it goes is to be com- 
mended, but the lack of a general plan or sys- 
tem is to be severely condemned. We must 
begin with the child as early as possible and 
never cease to train its body. 

The allies, especially the Italian and French, 
were much interested in watching the Ameri- 
can soldier play-games. Their governments 
immediately asked for physical directors to 
train their people. This was the beginning of 
the largest effort of that kind that the world 
has ever seen. Germany has lately adopted 
universal physical education. The upstanding 
appearance, dash and initiative of the Ameri- 
can is largely due to the play-game spirit of 
the American boy. We feel that a book is 
needed to systematize this activity. 



One Hundred Mass Play Games 23 

It is with this understanding of conditions 
in our country that we offer this book. The 
distressing spectacle of our young people in 
rural and secondary schools backed up against 
tJie building with nothing to do duriag recess 
periods except to organize for trouble, has led 
the author to reorganize these games and plays 
for a disciplinary corrective as well as for the 
direct physical benefits. 

Therefore, we believe it is here fitting that 
this book be dedicated to the rural schools of 
the United States. 

AGES OF PHYSICAL DEVELOPMENT. 
Something that every teacher should know. 

Between the ages of six and ten, girls are as 
strong as boys, and both like to play the same 
games. It is a period of the development of the 
primary muscles. Co-ordination of the pri- 
mary muscles is taking place, "^he playing is 
individual, but at the same time, they like to 
play in groups. Close in ring games. Any- 
thing dramatic appeals to them. Climbing, 
swimming, jumping, running and throwing 



24 One Hundred Mass Play Games 

are much indulged in during this age. At this 
age they make a sand model much better than 
they draw a map. Any work that requires the 
use of the delicate muscles is almost a crime, 
and there is a tendency to write with a large, 
free arm movement. At tnis age, they should 
live out of doors as much as possible. 

Boys from ten to thirteen grow very slowlyo 
It is something of a toughening period and de- 
velopment of courage and confidence. Usually 
they are very select in choice of companions, 
refusing to play with girls. Simple organized 
games are the best as the boy wants to be "IT'' 
and is willing to play anything in which he 
can "Show off.'' He is not yet ready to sacri- 
fice himself for the team. He will select hunt- 
ing plays or the Chase, like to hide from 
pursuers. He can make things with his hands. 
This is a good time to start Manual Training. 
Boys at this age have more endurance than 
boys who are two or three years older. 

Girls during this age are undergoing a re- 
markable organic growth, often gaining sev- 
eral inches in height and a score or more of 
pounds in weight over their brothers. Simple 



One Hundred Mass Play Games 25 

play ground games in which there is running 
are the best. The exercise of the big muscles pro- 
motes development of the vital organs. Piano 
or needle work does not do this. Development 
of the organs is the important thing. Folk 
dancing and athletic dancing should be given 
to make them graceful. Girls are easy to 
anger, make cry or discourage during this 
period. 

Boys, thirteen to sixteen. This is a period of 
rapid growth. Sex life is beginning to develop 
and there is a tendency of the sexes to separate. 
The boy is winning a place by physical 
powers, learns leadership and confidence. The 
boy at this age becomes a member of a gang 
which is often a baseball team. He likes rough 
games, and loyalty to the gang is strong. He 
still likes to do stunts, but at this age, demands 
a larger audience. The boy is growing so fast 
that he is awkward. His craving for exercise 
should be properly directed. Setting-up work 
is good for posture. Skill or nerve development 
comes only through muscular development. 
That makes this period one of the most impor- 



26 One Hundred Mass Play Games 

tant in the boy^s life. Skill is brain develop- 
ment. 

Girls at this age can play any kind of game 
at their best. The girl should select a few 
team games, otherwise, her sense of loyalty 
will never be fully developed. She should take 
calesthenics for poise and some form of run- 
ning and dancing for gracefulness. 

Boys from sixteen to twenty are more care- 
ful in the selection of their games. Fewer 
games are played, but they play harder and are 
willing to die for their team, home, institu- 
tion or country. It is very easy at this age 
to instill the fighting spirit. Ordinary gym- 
nasium apparatus work does not give skill and 
probably should be avoided during this age. 

Girls at this age usually do not have a high 
sense of loyalty, because they have quit the 
game and have no substitute to awaken this 
feeling. Some form of walking and running 
that is not highly competitive is best for this 
age. Dancing, tennis, golf are all good exer- 
cises. 

Between the ages of twenty to thirty-five. 



One Hundred Mass Play Games 27 

we select the one or two games we like to play. 
This is the age of our greatest skill. 

Note— By selecting from the mass games 
given in this book, one could find a suitable 
game for almost any period in life. 

MASS FORMATION AND GAMES FOR THE 
PRIMARY GRADES 

The question will naturally arise, are the 
formations given here adaptable to the pri- 
mary grades and kindergarten? The answer 
would be ''Yes.'' Not only are the formations 
adaptable to the little ones, but many of the 
mass games. Most of these games allow the 
individual to shine for himself as well as for 
the team. This especially appeals to the little 
ones. The formations will be readily learned 
by them, and they take an interest and a pleas- 
ure in executing them. With a few drills^ the 
teacher will have an organized group that she 
can handle quickly instead of a disorganized 
mass that have to be pushed around into po- 
sition. All of the games in which animals are 
imitated, can be started from the circle or 



28 One Hundred Mass Play Games 

wheel, and the relays and individual stunts 
from the column or parallel lines. Another 
important thing that these formations will do 
for both the young and the old is to break up 
the organization of little cliques or groups that 
want to play together or form a team of their 
own, thus teaching Democracy through the 
mass play games. 

The director with book in hand should first 
make a drawing of the formation. A little 
study on his part will enable him to see the 
game clearly. After reading the chapter on the 
^^Ages of Physical Development/^ and a careful 
study of the formation and the possibilities of 
the game, the director should then be able to 
select the plays best adapted to his students. 

A BRIEF SYSTEM OP TACTICS SUG- 
GESTED AS A BASIS POR CONDUCT- 
ING THE MASS PLAYS 

A discipline which enables the mind and 
body to co-operate without loss of time or 
energy is the real objective of all physical edu- 
cation. 



One Hundred Mass Play Games 29 

The process of mastering these tactics should 
be gradual. While the games may be conduc- 
ted without them, it will be found that they 
serve both as a time saver in any course of 
physical instruction and as a builder of the 
morale of the organization. Some time each 
day should therefore be devoted to drill in 
these tactics before the games are started. By 
the end of half a dozen periods it will be found 
that the company can get into the games incom- 
parably more quickly than if it were handled 
merely as a crowd. 

There must be some basis of organization. If 
physical education is to become nation-wide, 
it is desirable that this organization shall be- 
come so standardized that a director from any 
part of the United States may come before a 
class in any section of the country and address 
to it commands which this class will be able to 
execute without loss of time. It needs no 
argument to reach the conclusion that the basis 
for this organization should be a simplified 
code selected from the manual of tactics of the 
United States Army. This simply represents 



30 One Hundred Mass Play Games 

an evolution from the best efforts of all ages 
in handling large bodies of men. 

The mastery of tactics implies familiarity 
with three phases of organization. These are: 

(a) Elements, or constituent portions of the 
body when organized; 

(b) Formations, or the placement of indi- 
viduals or other elements in relation to other 
individuals or elements; and 

(c) Commands y or the signals given by the 
voice, bugle, whistle, or gesticulation, whereby 
any movement is initiated. 

(d) Definitions. 

Elements. 

The MAN, a single player of any age or sex. 

The FILE. A couple of players in front and 
rear arrangement. 

The SQUAD. Four files or eight players 
usually arranged in four in front and four in 
rear formation. 



One Hundred Mass Play Games 31 

The PLATOON. Two or four squads in 
either column or line. 

The COMPANY. Not to exceed three pja- 
toons. If more than one squad is present in 
the organization, the element will be known as 
the company. 

The BATTALION. From two to four com- 
panies in column or line. 

In constituting these elements, it is obvious 
that exact numbers are the exception rather 
than the rule. For instance, a squad contain- 
ing seven men would necessarily have one 
blank file, that is, a file in which the rear man 
is absent. Likewise, a company might be 
formed of three platoons, two of which were 
made up of three squads, but the third platoon 
of only two. 



Formations, 

The LINE. Arrangement of the elements, 
side to side as distinguished from front to rear. 



32 One Hundred Mass Play Games 

The COLUMN. Arrangement of the ele- 
ments front to rear as distinguished from side 
to side. 

COMPANY FRONT. Arrangement of the 
company in double line consisting of a front 
and rear rank. The squad is usually arranged 
in this formation. 

SINGLE FILE or COLUMN OF FILES. A 
one-man wide column. 

DOUBLE FILE or COLUMN OF TWOS. A 
two-man wide column. 

COLUMN OF SQUADS. A four-man wide 
column. 

Likewise the larger elements may be ar- 
ranged in column, as for instance, a column 
of companies, which would mean that each 
company is in company front formation, and 
that the separate companies are arranged from 
front to rear. 

Commands. 

To secure the various formations or to exe- 
cute the various movements, the appropriate 



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One Hundred Mass Play Games 33 

commands should not only be understood, but 
their precise execution should be mastered 
through careful practice. 

Most commands consist of two parts. The 
first of these is the preparatory command, 
which is spoken with a rising inflection. The 
second is the command of execution, which fol- 
lows the preparatory command after a pause 
of from two to several seconds and which 
should be spoken with a snappy intonation. 
Thus in the command, ^T R W A R D : 
MARCH,'' the first word is the preparatory 
command, and the second the command of exe- 
cution. 

To form the company, 

FALL IN. The men assemble at attention 
under direction of the director or assistant who 
arranges them in double rank, and as nearly 
as practicable in the order of height from right 
to left. (Note. In mass games the order of 
height is not observed.) Each man in taking 
position places his left hand on his left hip until 
the man on his left has his interval. This gives 
facing room. The rear rank forms at a distance 



34 One Hundred Mass Play Games 

of forty inches behind the front rank. You now 
have a "Company Front/' (See Chart 1, and 
Plate 1.) 

RIGHT DRESS. At the command, all men 
place the left hand upon the hip; each man, ex- 
cept the base file, when on or near the line, 
executes EYES RIGHT, and taking a few 
steps of 2 or 3 inches each, places himself so 
that his right arm rests slightly against the 
left elbow of the man on his right; the rear 
rank men cover in file, that is, each directly be- 
hind his file leader. 

The instructor verifies the alignment from 
the right flank of front and rear ranks succes- 
sively and orders up or back such men as may 
be in rear or in advance of the line. 

FRONT. At this command, each man turns 
his head and eyes to the front, and drops his 
left hand to his side. 

COUNT OFF; FORMATION COMPANY 
FRONT: All, except right file, execute eyes 
right. Beginning on the right the files of first 
squad count off, one, two, three, four. Front 
and rear rank man of each file sounding off 



One Hundred Mass Play Games 35 

at the same time. Each squad counts off in 
turn until all have counted. 

RIGHT FACE. Raise slightly the left heel 
and right toe, turning on the right heel assist- 
ed by pressure on the ball of the left foot. Place 
the left foot by side of right. 

Note. The left of all these commands is 
executed by doing the reverse. 

ABOUT FACE. Carry the toe of right foot 
about five inches to rear and slightly to left of 
heel of left foot, face to the rear, turning to the 
right on the left heel and right toe. 

FORWARD MARCH. Forward is a pre- 
paratory command. Slightly shift weight to 
right foot; at command MARCH, step out with 
left foot, keeping in step with guide, music or 
count. 

At command, HALT, as either foot strikes 
the ground, take one step as in marching, raise 
and place the first foot beside the other. 

COLUMN RIGHT (L). The columns used in 

this book are a column of files ; one man front, 
or a column of squads, a four man front. It is 



36 One Hundred Mass Play Games 

a turning of the column to the right (L) and 
the new front will be at right angles to the old. 

EXTEND ON NUMBER ONE. From com- 
pany front, give SQUADS RIGHT (L) 
MARCH. You now have a column of squads 
or fours. (See Plate 5, Chart 5.) 

This column is formed of four single col- 
umns which extend from front to rear. The 
column on the right is called number one, the 
second, number two, the third, number three 
8[nd the fourth, number four. 

At command EXTEND OR NUMBER 
ONE, MARCH, number one stands fast, all 
others face to the left and column four steps 
off six paces, column three, four, and column 
two, two. To give more freedom have the 
rear rank men center the interval to the right 
or left. This is a most successful and time- 
saving way of extending a group for cales- 
thenics or SETTING UP work. This forma- 
tion can be used in mass boxing and other ex- 
ercises. 

BY THE RIGHT (L) FLANK MARCH. At 
the command MARCH given as the right foot 



One Hundred Mass Play Games 37 

strikes the ground, advance and plant the left 
foot then face to the right and step off in the 
new direction with right foot. 

SQUADS RIGHT. This movement can be 
explained simply by saying that each squad 
swings to the right something like the move- 
ment of a gate moving through an arc of nine- 
ty degrees. A more military explanation would 
be that at the command SQUADS RIGHT 
MARCH, number one of the front rank would 
face to the right, number two, three and four 
would oblique to the new front, coming up 
abreast of number one. In the rear rank num- 
ber three and four march directly to the front 
until directly behind their file leader when they 
face into their proper position. Number one 
and two, left face and follow number three in 
file until in rear of file leader when they face 
into position. 

Note. (See Chart No. 2.) 

RIGHT BY FILE, MARCH. This is a com- 
mand executed from company front. At the 
command, MARCH, the first file of each squad 
moves directly to the front. File number two 



38 One Hundred Mass Play Games 

obliques to right and follows directly in rear of 
file one, file three and four carry on in like 
manner. You have now formed the squads of 
your company into a line of squads, m single 
files, each column containing eight men. A 
very convenient number and formation from 
which to start many games. To bring them 
into Company Front, give LEFT FRONT 
INTO LINE, MARCH; at this command, each 
file obliques to the left and comes up on line 
in former position, forming company front, 

(Note. See Chart 4, Plate 4.) 

RIGHT BY SQUADS MARCH. First squad 
marches directly to the front, all other squads 
would do SQUADS RIGHT and then COLUMN 
LEFT when directly in rear of first squad. To 
organize your company for the chariot race with 
six sets of four in each column, divide the com- 
pany into divisions or platoons of three squads 
each. Your command would then be DIVI- 
SIONS OR PLATOONS RIGHT BY SQUADS. 
The first squad of each platoon would march 
directly to the front. Squads two and three 
would execute SQUADS RIGHT, COLUMN 
LEFT. (See Chart 5 and Plate 5.) 



One Hundred Mass Play Games 39 

To form them as they were, into company 
front. First squad of each platoon stands 
fast, all other oblique to the left and come up 
on line; forming company front. 

Definitions, 

Cover Offs : A command to rear rank men to 
place themselves directly behind their file lead- 
ers. 

Ranks : A line of men placed side by side. 

Alignment: The formation of rank in a 
straight line. 

Men: A general term meaning boys, girls, 
or both. 

Marker: A flag, post, line or person, any- 
thing to designate the goal. 

At Ease: Allows freedom of body, but must 
keep one foot in position. 

GUIDE RIGHT (L) OR CENTER. In 
marching, the director will name that part of 
the line on which you guide. Occasionally 
glance in that direction so as to keep your 
alignment. 



40 One Hundred Mass Play Games 

Distance: Space between elements in the di- 
rection of front to rear. 

Interval is a space between elements on the 
same line; to the right or left of the front. 



Mass Play Games 
CHAPTER L 

GAMES STARTING FROM COMPANY 
FRONT OR PARALLEL LINES. 

These games develop all parts of th^ body as 
practically every muscle is brought into use in 
playing them. The hand to hand fighting es- 
pecially develops the legs, back and loins ; gives 
poise and shiftiness and gives ability to stand 
on one's feet. It is the training of a boxer or a 
line-man in foot ball. More accidents occur 
from a lack of proper use of the legs than any 
other one cause. We must be steady on our 
feet, and have ability to shift quickly if we wish 
to avoid accidents. 

NO. L 

Trench Warfare. 

Formation Company Front. The playing 
group is drawn up in double rank or company 
front. Dress the ranks and have them count 

[41] 



42 One Hundred Mass Play Games 

off. March front rank forward about thirty 
paces and give them, "About Face.'^ Have both 
ranks dig their heels in, explaining to them 
that they are digging a trench. If tho game is 
being played in a gymnasium, select a line on 
the floor or make a chalk mark as a substi- 
tute. Have one rank stand at attention and 
march the other rank against it. The director 
takes his position one yard in front of the 
marching ranks and gives them, "Forward 
March,'' guide right (L) or center. When 
v/ithin about eight or ten feet of the stationary 
rank, the director blows a whistle or shouts, 
"Charge''. At this signal, the stationary rank 
charges and catches as many as possible. 

Note. There may be an understanding, 
if you wish to make a strenuous game out of 
it, that those charging are allowed to make a 
football tackle. 

Those caught are to remain between the 
lines until counted when they return to their 
own rank. This is to prevent the game from 
becoming unbalanced, an object desired in mass 
play. The lines are alternately marched against 
each other as described. 



One Hundred Mass Play Games 43 

Note. The marching rank always tries to 
get back to its trench. 

NO. 2. 

Variation of Trench Warfare, 

Formation as above. The above may be varied 
by having the marching ranks pass through 
the stationary rank and ^'About Face." Dress 
the rank and start it back. Just as they are 
passing through the stationary rank, give the 
signal to ''Charge." These are splendid warm- 
ing up games and gets all into the play and 
gives the maximum amount of enjoyment and 
exercise. (See Chart 1 for first formation and 
Plate 2 showing the lines opened up ready for 
play.) 

NO. 3. 

Cranes and Crows, 

Formation as above. Bring the ranks with- 
in about ten or fifteen feet of each other, both 
ranks standing at attention. Name one rank 
Cranes and the other Crows In a drawn out 
tone say, ''CRANE S" or "CROW S", the 



44 One Hundred Mass Play Games 

rank that is named charges the other, catching 
as many as possible. The rank being charged 
makes an attempt to get back to their trench 
or safety zone which, of course, is some desig- 
nated line in the rear of each rank. Those 
caught are counted so as to make the game 
competitive. The director will see that both 
ranks stand up on the line at attention until 
the final signal is given. If the name is 
drawled out properly with a snap at the end, 
neither will know which is to be named. (See 
Plate No. 2.) 

NO. 4. 

White and Red. 

Formation as above. Have a cube of wood 
varying from two to four inches in size, paint 
three of the surfaces red and three of them 
white — a small paddle may be substituted for 
the block of wood — one side painted red and 
the other white; toss this cube or paddle in be- 
tween the two ranks, (one of the ranks has 
been named white and the other red) which- 
ever color come up charges the other. The 



One Hundred Mass Play Games 45 

game from here on is played the same as the 
one above. (See Plate No, 2.) 

NO. 5. 

Warming Up Game, 

Formation Company Front. Have front rank 
march out about thirty feet and ^^About Face/' 
take interval by spreading the arms and giving 
away from the center. Have the lines dig 
their heels into the ground to mark position; 
take the position of attention, or vary this by 
taking the position of a sprinter. At the com- 
mand, ^^Charge/' both lines charge across the 
space between, each one keeping to the right of 
his corresponding file man and take up a new 
position on line vacated. The object of this 
game is to see which one can do it with the 
least delay. The last man down in position 
would win for his side. 

NO. 6. 

Run the Gauntlet, 

This is a strenuous, warming up game often 
used by the American soldiers in France to 



46 One Hundred Mass Play Games 

make some of their number pay a penalty. For- 
mation company front. Have them count off 
and divide the company into two equal parts, 
give command to one half of the company, "Take 
Interval to Right," (L), "March/' At the pre- 
paratory command, the rear rank will drop back 
four paces. At the command, "March,'' all face 
to right (L) and when the first file has stepped 
off two paces, the second file starts. All carry 
on until the proper interval of two paces is od- 
tained. When they are halted, have the ranks 
face each other and take off their belts. The 
belts are to be doubled and held in their hand 
ready to strike. Form the other rank into a 
column of squads and send them through the 
gauntlet, one man at a time about five yards 
apart. The men forming the gauntlet strike 
the runners with their doubled belts across their 
backs between their shoulders and knees. When 
all have run through, have the runners take up 
position of the gauntlet and send the other half 
of the company through as above described. 

Note. If proper interval were taken in 
Plate 2, it would serve to demonstrate the for- 
mation of the gauntlet. 



One Hundred Mass Play Games 47 

NO. 7. 

Discipline Game. 
Formation Company Front. Have the rear 
rank to ^'About Face/' and take one step for- 
ward. The game is to see which rank can do a 
right or left turn the more quickly. At the 
command, ^Wheel/' the end man on the left of 
the front rank executes a left face, all others 
race through an arc of ninety degrees and come 
up abreast of the pivot man. The rear rank 
executes the same movement except that the 
wheel is to the right. The rank that has the 
better alignment on the new line has won. The 
second command to wheel would bring the 
ranks face to face. Have them ''About Face.'' 
The director should now move to the opposite 
end of the lines forming a new pivot. Con- 
tinue the game as above. To vary this, have 
the ranks race through an arc of one-hundred 
and eighty degrees coming up to an alignment. 

NO. 8. 

Milling, 
Formation Company Front. March the rear 
rank by the right or left flank until there is an 



48 One Hundred Mass Play Games 

interval between the two ranks of about six 
feet. Have the members of each rank join 
hands. The end man of each rank opposite the 
interval stands fast, the other members of the 
rank circle around him forming a solid wheel. 
They immediately unwind, coming back to their 
former alignment. The rank that has the bet- 
ter alignment when time is called wins. 

Note. As the ranks unwind it may be nec- 
essary for the members of the rank to break 
hands and face in the opposite direction; oth- 
erwise, they would be moving backwards. 

NO. 9. 

Rapid Elimination for the Dashes, 

Formation Company Front. Count off so as 
to locate the squads. Run one squad at a time. 
The squad lines up on the starting line and 
runs forward to the finish fifty, one hundred, or 
two hundred yards to the front. Two men hold 
a line at the finish, a strong cord of some kind 
is the best. A third man holds the stop watch 
in one hand and a flag in the other. When the 
watch shows the maximum time allowed to 
complete the distance, the man with the flag 





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One Hundred Mass Play Games 49 

jerks it down, at the same time the officials 
holding the string, let it drop. All those in 
front of the string have made the distance in 
the required time. In this way, you can very 
quickly get the dash records of several hundred 
people. 

Note. It may be better for the man holding 
the string to have stop watch. 

NO. 10. 
Mass Cage Ball, 
Formation Company Front. Front and rear 
ranks form the teams. Stretch an ordinary 
volley-ball net between two poles, height eight 
feet. A rope may be substituted for a net. Any 
number of players may make up the team. They 
take up their positions on opposite sides of the 
net. The cage ball is tossed up on one side, 
and the game is on. The players in possession 
of the ball must keep it from hitting the 
ground and they are not allowed to hold the 
ball. Their effort is to get it over on the other 
side and make it hit the ground. The ball 
is often returned back and forth many times 
before it strikes the ground. The side scoring 
counts one point. Twenty-one points the game. 



50 One Hundred Mass Play Games 

NO. 11 
Soccer Cage Ball. 

Formation Company Front. First rank form- 
ing one team and the second rank the second 
team. The ball is placed in the center of a 
field, forty by sixty yards, and the opposing 
teams are formed five yards back of the ball. At 
the command ^'Charge,'^ each team tries to 
force the ball over its goal line, which are the 
end lines at the end of the field. Nothing is 
barred in advancing the ball excepting personal 
fouls. The ball may be pushed, carried or 
kicked, and if the ball goes out of bounds over 
the side lines it is carried in at the point where 
it crossed the side line to the center of the 
field. Play is then started as in the beginning. 

Note. The cage ball is a canvas-covered ball 
36 inches in diameter. It has a rubber bladder. 

NO. 12 

Leap and Run. 

P\)rmation Company Front. The first rank is 

marched forty yards forward and about face. 

Have each rank take interval by extending the 

arms and giving away from the center; have 



One Hundred Mass Play Games 51 

each rank dig their heels in, calling this their 
trench line. March one of the ranks forward 
and through the other line taking up a posi- 
tion about three yards in the rear; have them, 
"About Face/' At the command, ''Make 
Ready/' the stationary rank kneels down as in 
playing the game of ''Leap Frog,'' and at the 
command, "Charge/' the moving rank makes 
a flying Leap Frog over the backs of the sta- 
tionary rank. The kneeling rank immediately 
gives chase catching as many as possible. The 
ranks are alternately marched against each 
other and those caught are counted to deter- 
mine the winner. 

NO. 13 

The Skirmish. 

Formation as above. Have one rank march 
against the other, when within about five yards, 
the marching rank takes the kneeling position 
of firing a rifle, one knee down, hands extended 
as though holding a rifle. At the command, 
"Charge," they try to get back to their trench, 
the stationary rank charging and catching as 
many as possible. 



52 One Hundred Mass Play Games 

NO. 14 

Stuat and Run. 
Formation Company Front. March front 
rank forward about thirty paces and have them 
''About Face.'' Both ranks mark their position 
by digging their heels into the ground. One 
rank is marched up and through the other; 
when about two yards in the rear, halt them 
and have them "About Face." Each man in 
the rear covers off his corresponding file man. 
At the command, "Make Ready/' the front 
ranks kneel down, taking the position of a 
sprinter. Each rear-rank man advances and 
places one hand on the back of the man in 
front of him. At the command, "Charge," he 
gives the kneeling man the "hot hand" and 
races for his trench, or line. The kneeling man 
gives chase, catching as many as possible. Con- 
tinue as in similar games. 

NO. 15 

The Carriers Back, 
Formation Company Front. Give the com- 
mand, "Count Off." The front and rear rank 
of each squad forms competing teams. Number 



One Hundred Mass Play Games 53 

one of the front rank bends forward, grasping 
a bar or post with both hands. Number two 
bends forward placing his head between num- 
ber one's legs and locking his arms around 
number one's thighs. Number three and four 
take their positions in the same manner. You 
now have a bridge of backs formed by the four 
men of the fronk rank. Mark a take-off line 
about six feet to the rear of the bridge. Num- 
ber one of the rear rank races up to the take-off 
line and ^^Leap Frogs/' onto the bridge of backs. 
Number two, three and four perform in a like 
manner. If all four land safely and maintain 
their positions, and the bridge of backs stands 
up, the game is a tie. If the bridge breaks 
down, that team has lost. If any member of 
the other team fails to land safely and maintain 
his position then that team has lost. 

Note. This is a game often played by the 
sailors. 

NO. 16. 

Heavy Artillery, 

Formation Company Front. Divide the com- 
pany into squads, giving interval between each 
squad. Have front rank of each squad march 



54 One Hundred Mass Play Games 

out about four paces, and "About Face.'^ Have 
them set their heels into the ground and mark 
their positions. Medicine ball is hurled back 
and forth in regular order between ranks in an 
attempt to drive each other off the line. When 
anyone steps back with both feet off the line> 
he is out. 

NO. 17 

Light Artillery. 

You may vary the above game by spreading 
the ranks to twenty-five or thirty feet and sub- 
stituting for the medicine ball a play ground or 
indoor baseball. 

NO. 18 

Mass Basketball, 

Formation Company Front. Front rank first 
team, rear rank second team. One goal is all 
that is necessary, this may be placed in the 
open or against the wall. There are no court 
or field lines. When either team has the basket 
ball, all members of that team work together 
for a goal; all the members of the other team 



One Hundred Mass Play Games 55 

necessarily become guards. The game becomes 
more lively if you toss in two or three basket- 
balls. When a goal is made, the game is mo- 
mentarily stopped and the basketballs are tossed 
in anew. 

Note. Rules of basketball govern fouls and 
held balls. 



NO. 19 

Last Man Over Wins, 

Formation Company Front. Start first rank 
on line and run forward to parallel line fifty 
or a hundred yards to the front, take time 
when the last man of the front rank is over. 
This will lead to many arrangements to get the 
slow ones over, like the "Chariot Lock/' etc. 
(See Plate 6.) The rear rank lines up on the 
starting line and runs in the same way against 
time. This race may be made more directly 
competitive by lengthening the parallel lines 
and placing the two ranks on the starting line 
side by side with an interval of twenty feet 
in between starting them both at the same time. 



56 One Hundred Mass Play Games 

NO. 20 
Steal Flag. 

Formation Company Front. Count off con- 
secutively, march front rank forward about 
seven paces and "About Face'' ; place flag in be- 
tween ranks, director calls anyone of the con- 
secutive numbers. The numbers called ad- 
vance rapidly toward the flag, the object is -to 
grab the flag and get back to rank without be- 
ing touched. A skillful man will feint and 
maneuver at the flag until he gets his oppor- 
tunity to grab it and get away. If the first 
called out are inclined to delay or take time, 
call out other numbers. In this way, you may 
have four or five from each team out in No 
Man's Land. 

NO. 21 

Hand to Hand Fighting, 

Formation Company Front. Give front rank, 
''About Face." These games may be varied in 
many ways. The game as shown in Plate 3, 
right hand extended, left leg back, left hand 
back against breast holding right hand of op- 



One Hundred Mass Play Games 57 

ponent, is a position that gives play to the 
muscles of the back, loins and legs. This game 
is made competitive by having a line between 
the ranks. The ranks take up their position on 
this line, each man toeing the line with his 
right foot. The game is to see which can drive 
the other back, time ten to twenty seconds. 
Anyone twisting to one side or getting away 
from the front of his opponent loses. When 
time is called, each one holds his position and 
the director determines which side has won. 
This game may be varied by placing both hands 
on shoulders and allowing the use of the head. 
It may still be further varied by pulling with 
one or both hands attempting to pull each other 
across the line. Hands are sometimes locked 
behind each others' necks in an attempt to pull 
each other across the line. (This last is some- 
times called ''Dog Fighting.'') This formation 
may be further varied by the footlock and pull 
or clasping hands around the hollow of the 
opponent's knees. 

Note. All of these games should teach one 
to stand on his feet and be versatile in attack 
and recovery. 



58 One Hundred Mass Play Games 

NO. 22 

Living Blanket. 

Formation Company Front. Have first rank 
"About Face." Front and rear rank man clasp 
both hands across; crowd in toward the center 
until the shoulders touch; this will form a liv- 
ing trough or blanket the whole length of the 
line. Select someone to run and jump into- the 
trough, face downward, arms extended for- 
ward, body and limbs rigid. The line now 
swings its arms with a heaving forward move- 
ment thus propelling the man down the trough. 
The director should be at the end of the line to 
take hold of the man's hand who is coming 
through the trough and stand him on his feet so 
as to avoid any chance for an injury. 

NO. 23 

Mass Relay. 

Formation Company Front. Count off, locate 
center and take interval from center of five 
yards. Men on the right of the interval are the 
first team, those on the left are the second 
team. March front rank of each team for- 



One Hundred Mass Play Games 59 

ward forty paces and "About Face/' Draw 
line in center of intervals between teams. This 
game starts by having the files at each team 
nearest interval cross over and hand the wand 
to number two of the opposite line. Each set 
of files on receiving the wand, carry on in like 
manner until all but the extreme files have 
crossed over. When the files at extreme end 
of the line receive v/and, they race to the cen- 
ter, join hands and run toward the line separ- 
ating the two teams. Each set of files keeping 
toward the right, first set of files over wins 
the game. Vary this game by having sets of 
fours cross over with chariot lock instead of 
files; vary further by having files or fours. run 
to center and exchange wands or run around 
each other and return to their own line. (See 
Chart No. 3.) 

NO. 24 

Parallel Tug of War. 

Draw men up in company front. Have them 
count off; march front rank four paces to the 
front and ''About Face.'' Front rank is first 
team, rear rank is second team. Place rope 



60 One Hundred Mass Play Games 

between the two lines with the center of the 
rope marked. At the signal, each rank rushes 
toward its end of the rope and the tug of war is 
on. Winners are determined as in similar 
games. 

NO. 25 

Medicine Bait Relay, 
Formation Company Front. Divide the com- 
pany into two platoons. (See Chart No. 1.) 
Take an interval between the two platoons of 
two yards, draw line through center of inter- 
val; each platoon represents a team. March 
front rank of each platoon forward three paces 
and "About Face/' give medicine ball to front 
rank man nearest interval of the first platoon, 
and to the rear rank man of second platoon 
nearest interval; i. e., the ball starts with man 
nearest interval in each team but from oppo- 
site sides. (See Chart 3.) At signal, the ball is 
passed back and forth until it reaches the end 
man when it is returned in the same way, mak- 
ing each man handle the ball twice. The last 
man to receive the ball snaps it down on line 
between the platoons to show that his team has 
completed the game. 



CHAPTER 2. 

GAMES STARTING FROM A LINE OF 

FILES 

Mass Games of the second group are organ- 
ized from a line of files. We may think of them 
as a number of parallel columns, each contain- 
ing eight men in single file. After you have 
formed your company, give command, ^^Squads 
Right by File,'' — '^March/' Each squad acting 
as an independent element executes the com- 
mand. Number one of the front and rear rank 
of each squad march directly to the front. Files 
number two, three and four oblique over to the 
right, coming directly in behind file number 
one. You now have a formation as in Plate 
4 and Chart 4. From this formation, a great 
number of games can be played. These games 
exercise all parts of the body and require wind, 
gameness and initiation. The individual has 
the opportunity to show his ability, but team 
work and co-operation are required to win. 

[61] 



62 One Hundred Mass Play Games 

NO. 26 

Tunnel Game. 

Formation Company Front. Give command, 
"Squads Right by File"— "March/' Men are 
now in line of files. Man at head of each col- 
umn holds over head medicine ball or basket 
ball; at signal he passes it back between the 
legs of his group assisted by others if needed; 
end man receives the ball and runs forward to 
head of column and repeats operation, all car- 
ry on until last man receives ball who runs 
forward to head of column and holds ball high 
to show that his column has completed the 
game. 

Note. The best way to show that any unit 
has completed a game is to have all the mem- 
bers squat. This game may be varied by hav- 
ing the ball passed overhead, using the same 
formation. 

Note. Ball may be passed overhead, side- 
ward, etc. 



One Hundred Mass Play Games 63 

NO. 27 
Obstacle Race. 

Formation Company Front. Give command, 
^^Squads Right by Files — March/' Place ob- 
stacles equal distance in front of each column; 
man at head of column runs forward and clears 
obstacles and returns and touches second man 
who runs forward and performs in like man- 
ner; each runner takes up position at rear of 
column. When all have performed, the whole 
column squats to show that they have completed 
the game. Where you have plenty of helpers, 
send out three men in front of each column us- 
ing them as markers, the first line of markers 
should be out about forty yards, the second line 
of markers separated from the first by about 
ten yards, the third from the second by the 
same distance. You are now in position to run 
an obstacle race. The first man from the head 
of each column runs out and ^^Leap Frogs'' the 
first marker, between the legs of the second and 
around the third returning and touching second 
man of the column who performs in like man- 
ner. When all have run, the column squats to 
show that they have completed the game. 



64 One Hundred Mass Play Games 

NO. 28 

Dodge Tunnel, 

Formation as above. Members of the column 
give back until there is a distance of about 
forty inches between each player. The man at 
the head of the column holds ball on high and 
at signal rolls it back between the legs of the 
team assisted by the members of the team until 
he reaches the head of the column where he in 
turn sends the ball back between the legs of 
the player. All carry on until the game is 
completed. 

NO. 29 

Jump Trench, 

Formation same as above. (See Chart 4.) 
Man at head of column with belt or short stick 
in hand at signal runs forward and around 
markers returning, number two seizes end of 
stick or belt when it is run back under the 
column about six inches from the ground caus- 
ing each one to jump over. Number one falls 
in at rear of column and number two runs 




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forward and performs in like manner. All carry 
on until game is completed. 

NO. 30 

Aviation Test 

The formation is similar to the one above. 
(See Chart 4 and Plate 4.) Except that mark- 
ers should be living ones. The markers should 
be placed out about thirty yards. A good way 
to secure these markers quickly is to have the 
column at the extreme left march forward two 
paces then give, "Column Right/' dropping the 
first man off in front of the first column and so 
on until there is a living marker in front of 
each column. These markers then "About 
Face'' and march off thirty yards and "About 
Face" and "Right Dress" their line. The first 
man from the head of each column runs for- 
ward to his marker — but not around him — he 
places his elbows on his knees and his hands 
over his eyes, turns around from three to five 
times; marker assists in keeping contestant on 
feet and counts for him so that the contestant 
will know when he has completed all of his 
rounds, contestant races back to column touch- 



66 One Hundred Mass Play Games 

ing second man who performs in like manner. 
Game is completed when all have made the 
race. All squat to show that the game is com- 
pleted. 

Note. Much here depends upon marker who 
must see that the contestants do their required 
stunts. This game, if properly conducted, should 
cause a great deal of amusement. 

NO. 31 

Crab Race. 
Formation as above. (See Plate 4.) Markers 
for this race are set out from twenty to thirty 
feet. First man from the head of each column 
with hands and heels on the ground, face upper- 
most goes out and around marker. When he 
crosses back over starting line, second man 
starts, first man takes his position at rear of 
column, all carry on in like manner until race 
is completed. 

NO. 32 

Goat Race. 
Formation same as above. Ball of any kind, 
preferably a basketball, is held on high and at 



One Hundred Mass Play Games 67 

signal is passed back between legs. End man 
gets ball, places it on ground and butts it around 
to the head of the column with his head when 
he passes it back between the legs of the column 
and takes up his position at the head of the 
line. Continue until each has performed. 

NO. 33. 

Kangaroo Race. 

Formation as above. This game is very sim- 
ilar to the Goat Race. Ball is held on high at 
the head of the column, a basketball is best al- 
though a football may be used. Ball is passed 
between the legs of column; end man secures 
ball, placing it between his knees and holding 
it there without the use of his hand; he hops 
around to the head of the column and sends 
the ball back between the legs of the column. 
All carry on until the game is completed. 

NO. 34 

Sack Race. 

Formation as above. Man at head of the 
column steps inside of sack, at signal, goes out 



68 One Hundred Mass Play Games 

to marker where he takes off the sack and races 
back to number two. Number two performs in 
like manner, number one takes up his position 
at rear of column. All carry on until game is 
completed. 



NO. 35 

Potato Hace. 

Formation as above. Potatoes are placed in 
front of each column equal to the number of 
men in the column or some multiple of that 
number. A hole should be dug at the head of 
the column or a vessel placed there that is large 
enough to contain the potatoes. First man goes 
out and gets a potato and when he has placed 
it in the vessel, the second man starts. Con- 
tinue in this way until all the potatoes have 
been brought in. This game is sometimes 
varied by allowing two men to go out at the 
same time. It is further varied by allowing the 
second man to start when number one picks up 
his potato. If you have only one potato for each 
column, the first man carries out the potato 
and leaves it at the marker. The second man 



One Hundred Mass Play Games 69 

races out and gets the potato and hands it to 
number three. Continue until all have run. 



NO. 36 

Squad High Jump, 

Formation as above. Parallel columns, eight 
men in each column. The jumper is given one 
trial at each height. Each squad jumps separ- 
ately, start with a low minimum, say thirty-six 
inches. Multiply thirty-six by the number of 
men making that height, raise the bar six 
inches. All that made the first height are eligi- 
ble to jump. Multiply the second height by the 
number of men over, continue this until all are 
eliminated. The sum of the different products 
will show the standing of each team. The win- 
ning squads may compete against each other 
and carry on until final elimination. 

NO. 37 

Novelty Relay Race. 

Formation as above, parallel columns, eight 
men in each column. Have each column toe 
the starting line and at the signal, the first man 



70 One Hundred Mass Play Games 

of each column runs forward fifty yards and 
takes off his shoes. He again runs forward 
fifty yards and takes off his shirt. He then 
runs fifty yards forward to the finish turning 
a stake and starting back, when he comes to his 
shirt, he stops and puts it on, he does the same 
with regard to his shoes. He then races back 
and touches number two of the column who 
performs in like manner. All carry on until 
the race is completed. 

NO. 38 

Mass Novelty Race. 

Formation as above. The above game is 
varied by extending the starting line and run- 
ning a whole squad forward to the fifty yard 
line where they take off their shoes, from here 
on, they carry on as in the first game. The 
last man of each squad returning over the start- 
ing line wins for his team. 

NO. 39 

Dukes Mixture. 

The above games may be varied by forming 
a wheel out of the various columns, (See Chart 



One Hundred Mass Play Games 71 

6) and dumping all of their shoes into the cen- 
ter of the wheel. Each man searches out his 
own shoes, puts them on and the whole column 
races out and around a stake fifty yards from 
the center of the wheel, the column returns and 
takes up its original position. The winners are 
determined as in the ordinary way. 

NO. 40 

Frog Race. 

Formation line of files or parallel columns 
eight in each column same as the Crab Race. 
The only variation being that the men hop for- 
ward and return on all fours after the manner 
of a frog. 

NO. 41 

Wheelbarroiv Race, 

Formation same as above. First man in each 
column takes legs of second man under his 
arms and wheels him forward on his hands to 
marker where they exchange positions. The 
second man wheeling the first man back to 
starting line where they take up their position 



72 One Hundred Mass Play Games 

in the rear of the column. The second couple, 
number three and four, start when the first 
couple crosses the starting line. All carry on 
until the game is completed. This may be 
varied by extending the starting line and hav- 
ing four markers for each squad instead of one, 
this arrangement would allow you to start your 
whole company at the same time. The game is 
carried on as above excepting the last couple 
over the starting line win for their team. 

NO. 42 
Pass the Football 

Formation as above, parallel columns of eight 
men in each column. First man of each column 
upon the starting line, rear men give back until 
there is a distance of five yards between each 
man. These five yard distances should be 
marked plainly with the heel. The first man 
taking the position of the center man in foot- 
ball, passes the ball back to the second man who 
also takes the position of the center man pass- 
ing it back to the third. All carry on until the 
ball reaches the rear man, who runs forward to 
a marker 25 yards in advance of the starting 



One Hundred Mass Play Games 73 

line. Here he passes the ball back to the man 
at the head of the column who has moved five 
yards back taking up his second position, all 
other members of the column have also moved 
back five yards. The man receiving the ball 
standing upright, passes it to the next man in 
the column, this man standing upright, passes 
it on to the next. All carry on in like manner 
until it reaches the man at the end of the 
column, who steps one pace to right or left and 
passes it to the first runner, who in the mean- 
time has taken up his position at the head of 
the column, who now assumes the position of 
the man at center and passes the ball back as 
in the first instance. All carry on until the 
game is completed. 

NO. 43 

Bayonet Race. 

Formation as above. Markers are placed out 
about forty feet. Man at head of column is giv- 
en a wand about four feet in length. (Note. You 
can substitute a broom handle or stick for 
wand.) A basketball is placed on the line which 



74 One Hundred Mass Play Games 

he punches out to the marker. He then picks up 
the basketball and races back to number two, 
who seizes ball and wand and carries on in like 
manner. Number one takes up position at the 
end of line. All carry on until race is com- 
pleted. 

(Note. It will be seen that all of these games 
are made up with a team of eight men, ar- 
ranged in parallel columns, columns being in 
single file or a one man front. The military 
would be a line of files.) 

NO. 44 

Caterpillar Race, 

Formation as above. Each man locks his 
arms around the man in front, all keeping step, 
they go out and around marker returning to 
position to complete race. 

NO. 45 

Indian Wrestling. 

Formation as above. Files of each column 
wrestle against each other. The wrestle is per- 
formed by the men lying flat on their backs, 



One Hundred Mass Play Games 75 

locking inside arms, the inside leg is raised 
counting one, two, three, at the third count 
the legs are locked and an attempt is made to 
turn the opponent over. In the preliminary 
there will be four matches in each of the col- 
umns, in the semi-finals there will be two 
matches and in the finals, one. In this way you 
get the best wrestler from each column. The 
men winning the finals in their column will be 
matched against each other in a similar way 
until final elimination takes place. 

No. 46 
Skin Snake 
Formation as above. All men in each column 
thrust left hand between legs, with right hand 
grasp hand of man in front. All begin backing 
toward rear, man at rear immediately sits 
down taking prone position on back, number 
two rear man spreads legs and backs up, the 
instant he clears the head of number one, he 
sits down. This continues until all are lying 
on their backs with their hands locked. Re- 
verse this order and come back to original 
position without breaking lock. Winners de- 
termined in the usual way. 



76 One Hundred Mass Play Games 

No. 47 

Tent Pitching and Striking Contest 

Formation Company Front. Give them the 
command, "Squads Right by File.'' A tent roll is 
placed in front of each column or squad, and 
the ground is located as to where the tents are 
to be pitched. At the command, "Charge" 
each column or squad seizes its tent, carries 
it to the proper location and proceeds to pitch 
the tent. The winner is determined by the of- 
ficials who declare first, second and third 
place. In striking tents, the company is lined 
up on the parade grounds in the same forma- 
tion as above. At the command, "Charge" 
each squad races to its tent and proceeds to 
bring it down and roll it up ready for travel. 
The winners are determined as above. 

No. 48 

Squad One Mile Relay 

Formation Company Front. Give the com- 
mand, "Squads Right by File." You now have 
a number of relay teams with eight men in 
each team. Station the members of the differ- 



One Hundred Mass Play Games 77 

ent teams along the track at a distance of two 
hundred and twenty yards. The game is 710W 
carried on as any ordinary relay. The above 
formation makes it possible for a director to 
take a company and organize a relay race 
around a circular track very quickly. This can 
ibe varied by having every second or fourth 
man of each team carry the last man to the 
next station. Place your big slow men at 
these stations. 

No. 49 

Living Rope Tug of War 

Formation Company Front. Count off and 
give command, '^Squads Right by File" — 
"March". Number the column from right to 
left. Have the even columns follow their 
leader and march around in front of the odd 
columns. The leaders of the two columns join 
hands, grasping each other's wrists. The mem- 
bers of the two teams lock their arms around 
the man in front of them. The Tug of War is 
on. 



CHAPTER 3 

GAMES STARTING FROM FORMATION IN 
COLUMNS OF FOUR. 

See Plate 5 and Chart 5. The military term 
for the above formation would be a line of 
squads. The commands are FALL IN, COUNT 
OFF. Divide men into platoons of three squads 
each. If you have seventy-two men, you would 
have three platoons. (Note. Platoons may be 
larger or smaller.) At command, ^Tlatoon 
Right by Squads'' — "March'', the first squad 
of each platoon moves directly to the front. 
Squads two and three oblique to the right and 
come directly in behind number one. To be 
more military, squads number two and three 
would do squads right and column left taking 
up their proper position behind number one. 
You now have three columns of fours or 
squads, twenty-four men in each column or six 
sets of fours. 



[78] 



One Hundred Mass Play Games 79 

No. 50 
Mass Chariot Race 
Starting: with the formation above each set 



'to 



of fours takes the chariot lock. (See Plate 
6.) Set marker out fifty paces in front 
of each column, have first set of fours advance 
up to line with marker, second set advance to 
within ten paces of first and so on until there 
is a distance of ten paces between each set of 
fours. The rear set of fours being on the start- 
ing line. At signal, all run forward and 
around marker returning to original position 
behind starting line, all squat to determine 
who has won. (Note. Give your slower sets of 
fours the shorter distance to run.) 

No. 51 

Singh Chariot Race, 

Formation as above. To vary the above 
game, have all columns take up position behind 
starting line, take chariot lock. At signal, first 
set of fours of each column run forward and 
around marker, second set starting when first 
crosses back over starting line. First set of 



80 One Hundred Mass Play Games 

fours take up position in rear of column, all 
carry on until game is completed. 

Note. Always keep to the right in run- 
ning. 

No. 52 

Straight-Away Chatiot Race 

Formation as above. We will say the dis- 
tance to be run is six hundred yards. Place 
the first set of fours of the different teams on 
the starting line. The next set of fours is 
placed one hundred yards in advance. Continue 
in this way until all are placed. Each set of 
fours take the "Chariot Lock" which they hold 
until race is completed. Each set of fours in 
advance of starting line holds its position until 
the set in the rear has crossed the line upon 
which it is stationed. If you do not have a 
large play ground or field, the teams can be 
raced against time. 

No. 53 

Ben Hut Chariot Race 

Formation as above. The only difference in 
this game and the one above is that the race 



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One Hundred Mass Play Games 81 

is around a circular track instead of a straight- 
away. It will be found an advantage in this 
race to place the big men on the inside. The 
set of fours in advance of the starting line do 
not start until the set of fours in their rear has 
crossed the line upon which they are stationed. 

No. 54. 

Goose-step Chariot Race 

Formation as above. Each set of fours takes 
up the Chariot Lock. They race out and 
around the marker as in other games of this 
formation. The only variation is that they 
use the ^'Goose Step'^ instead of the ordinary 
manner of running. 

Note. The goose-step is a stiff-legged step 
swinging the leg from the hip and holding the 
knee rigid. 

No. 55. 

The Maze, 

Formation Company Front. Give the com- 
mand, '^Squads Right, (L)^'— ^^March'\ You 
now have a column of fours or column of 



82 One Hundred Mass Play Games 

squads. Have the sets of fours join hands and 
extend on number one, you have now formed 
lanes running between the sets of fours, Give 
the command, '^Right (L)'' each one faces to 
the right and all join hands giving away to- 
ward the left until the arms are extended. You 
have now formed lanes at right angles to the 
first number of lanes. You can now form 
lanes alternately at right angles to each other 
by giving command "Right" or "Left." Choose 
some one as "IT" and have him start through 
any one of the lanes ; have someone give chase. 
If "IT" is about to be caught, give command, 
"Right" or "Left." They are not allowed to 
break thru the lanes. You can make the game 
livelier by adding another runner and chaser. 
When the runners have had sufficient exer- 
cise, have them change places with one of the 
sets of fours. Continue until all have had ex- 
ercise. 

Note. A group of 16 or 24 play this game 
best. 



CHAPTER 4 

GAMES STARTING FROM CIRCLE OR 
WHEEL FORMATION. 

These games require quick thinking, initia- 
tive and courage, and at times considerable 
strength to play them. 

CIRCLE FORMATION 
NO. 56 

Circle Relay. 

Formation Company Front. Have them count 
off. Be certain that you have the same number 
in each rank. Have first rank join hands and 
form a circle spreading until there is about an 
eighteen-inch interval between two men. This 
is your first team. Have the second rank join 
hands and spreading wide, coming into the in- 
terval between the members of the other team. 
In this way you have formed a solid circle with 

[83] 



84 One Hundred Mass Play Games 

members of the two teams alternating. Give 
medicine ball or any object to each team. The 
game is to see which team can pass the ball 
around the circle the more quickly. It is better 
to start the balls on the opposite sides of the 
circle. To vary, have the teams start the balls 
in opposite directions around the circle. 

NO. 57 

Bounce Relay, 

Formation as above. Another variation of 
the above game would be to bounce the ball 
from one team-mate to another. The players 
could use a basketball, volleyball or tennis ball. 

No. 58 

Big Squeeze. 

From the above formation have members of 
each team join hands, left arm under all the 
way around the circle, locked in this manner 
one team struggles to turn the circle to the 
left and the other toward the right, after ten 
seconds call time and determine which has made 
progress. 



One Hundred Mass Play Games 85 

No. 59. 
Sharp Shooting. 

Have one team spread forming a large circle 
of at least thirty feet in diameter, place the 
other team inside of circle. Arm the team 
forming the circle with any kind of soft ball. 
After the ball has been passed to the third man 
without being dropped, it is said to be ^^hof 
When the ball is ^^hof' it can be thrown at any 
one in the circle. If a man is hit, he steps out- 
side the circle. This continues as before. At the 
end of any given time, the men hit, are counted 
to determine who has won. 

No. 60 

Swat the Dreamer 

Formation Company Front. Divide your com- 
pany into platoons and form a circle out of each 
platoon. Men in circle stand with hands behind 
them, left hand clasping right wrist, eyes to- 
ward the front. Two men are started around 
the circle with a wand in their hands, a doub- 
led belt may be substituted for a wand, place 
the wand in the right hand of some member of 



86 One Hundred Mass Play Games 

the circle without letting it be known. The 
one receiving the wand starts swatting the one 
to his right, which he continues until the man 
has completed the circle, he then moves on 
around the circle and places the wand in the 
hands of someone else. This will become a real 
live game if the director has an extra wand or 
two to slip into the circle. The above game is 
one of the few in this book that is not competi- 
tive and is only used for a warming up exer- 
cise. 



No. 61 

Bombing the Enemy 

Formation Company Front. Team forming 
the circle stands with feet thirty inches apart, 
hands in any position, medicine ball or basket 
ball given to those inside the circle. When the 
ball is "hot,'^ try to throw it between the legs 
of those forming the circle, after two minutes 
change position of teams. The team scoring the 
greatest number of shots, wins. 



One Hundred Mass Play Games 87 

No. 62 

Spin the Robber. 

Formation Company Front. Give command, 
^^Squads Right By Files'^— ^^March'\ Have 
each column of eight man, as they now stand, 
form a circle and sit down close together with 
their knees about half doubled, leaving a small 
space in the center between their feet of about 
one foot in diameter. Select an extra man for 
each squad by cutting off one of the columns 
as we have suggested heretofore or in any way 
desirable, have this man step into the center 
of the circle folding his arms over his breast 
and stiffening his whole body, he starts to fall 
in any direction, the members of the circle put 
up their hands and keep him rolling around 
the circle. When he breaks through, the man 
who was at fault, exchanges places with the 
Robber. If girls are playing this game, it is 
sometimes better to have two squads form the 
circle, the first squad taking position as has 
been described, and the second squad alternat- 
ing in between resting on one knee. This gives 
a double line to help spin the Robber. 



88 One Hundred Mass Play Games 

Note. This is a splendid exercise for girls 
as it gets their arms over their heads, using 
the muscles of the arms, chest and back, caus- 
ing them to breathe deeply. 

THE WHEEL FORMATION, 

Formation Company Front. Give command, 
"Squads Right By File''— "March.'' You now 
have a line of files or a number of parallel col- 
umns, eight men in each column. Director takes 
center (Hub) of position on which he wishes to 
form the wheel, pointing to column (Spoke) 
he commands them to march around and come 
up facing him in the direction of his extended 
arm. (Note. The leader would say, "Follow 
me," and lead his men into position.) The 
second column comes up from the opposite di- 
rection; turning at right angles, the director 
extends both arms and has columns come up 
from both sides. You have now formed a cross 
or the four main spokes of the wheel. Fill in 
the spaces between these spokes until all of 
the columns are a part of the wheel. The spokes 
of the wheel should approach to within about 
eight feet of the center, this will give a diame- 
ter to the hub of about sixteen feet. The out- 



One Hundred Mass Play Games 89 

side of the wheel is called the rim. If you have 
a great many spokes, give a greater diameter 
to the hub or place more men in the spokes. 

NO. 63 

Wheel Relay, 

As the wheel is formed, all the men are fac- 
ing the center, give them ^'Left Face.'' At a 
given signal, the end man at each spoke runs 
toward the right around the rim and hands 
wand to second man of his spoke, who performs 
in like manner. The man who has completed 
the race, takes up his position at the rear of 
the spoke. All carry on until each has per- 
formed, when all squat to show that the game 
is completed. 

Note. The runner, instead of carrying wand, 
may touch next man. 

NO. 64 

Spoke Relay, 

Formation as above. A more interesting way 
to carry on the above game is to have a whole 
spoke run at one time, choose alternate spokes 



90 One Hundred Mass Play Games 

and at signal have all the members of each 
spoke chosen, go out and around the rim and 
back into position squatting down to determine 
who has won. Give the remaining spokes the 
same command. 

Note. All games of a single-column forma- 
tion except those in which a distance forward 
must be made, can be started from this forma- 
tion. The advantage is, that it places the direc- 
tor in a position where he can see all that is 
going on. (See Chart 6, Plate 7.) 

NO. 65 

Wheel Competition, 

Formation as above. If you have a number 
of wheels, have them compete against each oth- 
er, using both the above games. 

NO. 66 

Wheel Alignment 

Formation as above. In this game, you form 
your wheels with four spokes. At command, 
''Wheel/' the man at the hub end of the spoke 
executes "Right Face.'' All other members of 



One Hundred Mass Play Games 91 

the spoke rush forward, placing themselves 
abreast of the hub-man. Time is called at the 
end of three seconds, when all must stand fast. 
The wheel that has the best alignment of spokes 
is the winner. Vary this by having each spoke 
charge all the way around circle. Time, 6 sec- 
onds. 

NO. 67. 

Goose-step Wheel Race, 

Formation as in the game ''Wheel Align- 
ment.'' This game is conducted in the same 
manner as the one above, excepting that the 
hub-man does not do ''Right Face.'' The whole 
wheel tries to hold its alignment, useing the 
goose-step to advance. The men at the rim-end 
of the spoke will take on a full thirty-inch step 
or more. The length of the step of the other 
men of the spoke will vary according to their 
positions. 



CHAPTER 5. 

GAMES STARTING FROM SHUTTLE 
FORMATION 

The shuttle formations as they are called are 
formations that give an opportunity for rapid 
elimination. The director can take almost any 
number of men and by taking them through the 
shuttle games be able to determine who are the 
best jumpers, runners, ball-throwers, weight 
men, etc. The games under this formation 
give a variety of exercise and would be classi- 
fied under real athletic work. 

NO. 68 

Shuttle Jump. 

Formation Company Front. Give command, 
"Squads Right by File^'— "March." The squads 
are now in a line of files, with eight men in 
each file or column. (See Plate 4, Chart 4.) 
March the even squads around and bring them 

[92] 



One Hundred Mass Play Games 93 

up facing the odd squads with a distance in be- 
tween of about twelve feet. Draw a starting 
line in between and have number one of the 
first squad toe this line and jump forward. 
Number one of the second squad toes his heel 
mark and jumps back toward the starting line, 
you continue in this way to shuttle jump back 
and forth until the eight men of each column 
have jumped. The winners are determined by 
whichever side of the initial line you find the 
last jumper. The number of inches by which 
the winning side has won is shown by the dis- 
tance of the last jumper^s heel mark from the 
starting line. All other squads, as in all other 
gam.es in this book are carrying on a like con- 
test at the same time. Vary this by having the 
men jump backwards instead of forward. Vary 
it still further by making it a standing hop, 
step and a jump. In nearly all the games of 
this formation, each column of eight men form 
a team. 

NO. 69. 

Football Shuttie, 
Formation as above. First man of column 
toes the line and kicks the football. Number 



94 One Hundred Mass Play Games 

one of the opposite column is allowed to catch 
the ball cutting down the distance of the kick 
as much as possible grounding his heel as in 
any other fair catch. (If he misses the ball, 
he pays the penalty of giving fifteen feet from 
where the attempted catch was made.) He 
toes this mark and kicks it back. The ball is 
shuttled in this way back and forth until all 
the members of each column have kicked the 
ball. The winner is determined by the position 
of the ball with regard to the starting line 
when the last man has kicked the ball. In 
many of these games such as the baseball shut- 
tle, etc., the distance between teams will have 
to be greatly lengthened. 

NO. 70 

Shot Shuttle. 

Formation as above. A twelve or sixteen 
pound shot is used. A start of eight feet is al- 
lowed behind the starting line. The shot is put 
as in the ordinary field event and the shot is re- 
turned in the same way and thus shuttled back 
and forth between the two teams until all the 
men of each column have had a trial. The po- 



One Hundred Mass Play Games 95 

sition of the shot with regard to the starting 
line will determine the winner. 

NO. 71 

The Medicine Ball Shuttle, 

The medicine ball shuttle is the same as the 
shot shuttle. The ball is not hurled or thrown, 
but is put from the shoulder the same as the 
shot. The winners are determined as above. 

NO. 72 

Basket Ball Shuttle, 

Formation as above. The basket ball is 
thrown or hurled. There may be an agree- 
ment between the teams here that the ball may 
be caught by the opponent and hurled back 
from that point. Winners are determined as 
above. 

NO. 73 

Backivard Jump Shuttle, 

Formation same as above. The only difference 
between this game and the forward jump shut- 
tle is that the jump is backward. The jumper 



96 One Hundred Mass Play Games 

may light with the feet together, or spread 
apart. Winner determined as above. 

NO. 74 

Discus Shuttle, 
Formation as above. A start of eight feet be- 
hind the initial line is allowed. The discus is 
hurled as in the ordinary field event. The 
game is carried on the same way as the shot 
shuttle. Winners determined as above. 

NO. 75 

Javelin Shuttle, 

Formation same as above. A start of any 
number of yards behind the starting line is 
allowed in hurling the javelin. There must be 
an understanding between the teams as to how 
the javelin must strike the ground. Winners 
determined as above. 

NO. 76 

Pole Vault Shuttle, 

Formation as above. An ordinary vaulting 
pole is used. A start of any number of yards 



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One Hundred Mass Play Games 97 

is allowed behind the starting line. The pole 
must be grounded behind the starting line. The 
contestant using the pole to swing the body for- 
ward making a long, broad jump. Game car- 
ried on same as those above. 



NO. 77 

Baseball Shuttle, 

The contesting columns are placed in this 
game about one-hundred yards apart. The 
starting line is drawn near the front of the 
team starting the game. A start of any num- 
ber of yards is allowed behind the line. The 
ball is thrown in the usual way and must be 
allowed to hit the ground. 

Vary this by allowing the ball to be caught. 
As in game 69. 

Note. In this game as in all others of its 
kind, the starting point for the return is where 
the object hits the ground. 



98 One Hundred Mass Play Games 

NO. 78 

Long Reach Shuttle, 

Formation same as those above; columns of 
eight in single file facing each other. Number 
one of first column place side of foot on initial 
line between columns bending sideward support- 
ing body with one hand, making a bridge out of 
legs and body, allowing supporting hand to 
creep forward making a mark as far to the 
front as possible, body must be recovered in 
position without the aid of the other hand. Num- 
ber one of the opposing column takes position 
on chalk line made by number one of the first 
column and carries on in like manner. The 
columns continue to shuttle in this way until 
all have had a trial, when the side winning, 
can be determined by the position of the last 
mark in relation to the starting line. 

NO. 79 

Shuttle Squat Reach, 

Formation same as above. Number one toes 
the starting line and with both hands reaching 
down and in between legs making mark with 



One Hundred Mass Play Games 99 

chalk as far to the front as possible; number 
one of opposing column toes this mark and 
carries on in like manner. Shuttle back and 
forth until all have had a trial. Winners de- 
termined as above. 

NO. 80 

Paper Shot Shuttle. 

Formation as above. Blow up paper bag and 
shuttle it back and forth as you would a shot. 
The deliberate heave of the paper bag will give 
greater distance than attempt to throw it quick- 
ly. Winners determined as above. 

NO. 81 

Shuttle One-hundred Yard Dash. 

Formation as above. Find the exact center 
of a twine string ten or twelve feet in length, 
mark the center in some way, bring the columns 
up in position so that numbers one, two, etc., of 
opposing teams will be facing each other. Place 
the ends of the string in the mouths of each op- 
ponent and at signal see which can chew the 
string up to the center the more quickly. All 



100 One Hundred Mass Play Games 

of the different files carry on in like manner. 
Winners determined by one reaching middle 
of string first. 

NO. 82 

Shuttle Measurements, 

Formation Company Front. Front rank forms 
first team, rear rank forms second team. To 
get the collective difference in length of any 
part of the body of the two teams — take the in- 
dex finger for example — the director cuts a 
notch in the middle of a pencil or ruler, he 
measures the index finger of the first man of 
the first team measuring from notch toward 
the end of the pencil; he grips this point with 
his thumb and finger, measures the index 
finger of the first man of the second team from 
this point toward the notch. In this way, he 
measures from the notch toward the end of the 
pencil and from the end of the pencil back to- 
ward the notch until all the fingers of both 
teams have been measured. On whichever side 
of the notch the last measurement falls this 
would determine the difference in the measure- 
ment of the fingers of the two teams. 



One Hundred Mass Play Games 101 

(Note. In this way you may shuttle measure 
the nose, the feet, the orbit of the eye, the ears^ 
etc.) 

NO. 83 
Fonvard Pass Shuttle, 

Formation same as those above. Columns 
in single file of eight men each, facing each 
other. It is more convenient to make the start- 
ing line directly in front of the first column. A 
football is passed by holding it in the ordinary 
position in the hand for a spiral pass. There 
must be an agreement as to whether the passer 
is allowed to take one or more steps up to the 
starting line in passing and there must also be 
an agreement as to whether the ball shall be 
allowed to strike the ground or be caught by 
the opponent of the opposite team. Number one 
of the opposing squad takes his position which 
may be a heel mark after a fair catch or from 
the place where the ball hits the ground, as 
per agreement, and shuttles the ball back with 
a spiral pass. The game is carried on as simi- 
lar games of this kind described above. This 
game may be varied by allowing a certain num- 



102 One Hundred Mass Play Games 

ber from each column to punt the ball instead 
of passing it. Winners determined in the usual 
way. 

NO. 84 

Set Peg Shuttle, 

Formation same as above. Three sharpened 
pegs or pencils about eight inches long are 
needed. First man of column number one 
stands with both feet on the starting line and 
jumps forward alighting on one foot setting 
peg as far as he can reach, from here on he 
hops forward on one foot setting pegs two and 
three. He is not allowed to touch the ground 
with the other foot or his hands. Number one 
of the opposing team toes the last peg mark 
and shuttles back toward the initial line. The 
game is carried on until all have performed. 
The winner is determined in the same manner 
as in all of the shuttle sfames. 



CHAPTER 6. 

SPECIAL MASS WATER GAMES 
Many of the games introduced in this book 
can be organized and played in the water. 

NO. 85 
Formation Company Front. Front rank 
forms first team, second rank forms second 
team. Place a large, strong table in the swim- 
ming pool so that its surface is slightly above 
the water. Line up the teams equal distance 
from the table, each team tries to get as many 
men on the table as possible and at the same 
time, keep their opponents off the table. Time 
is called at the end of one, two or three min- 
utes. The team having the greater number of 
men on the table is the winner. Vary by play- 
ing each squad as a team. 

NO. 86 
Tug of War, 
Formation Company Front. Rear rank 
against front rank and carried on as the ordi- 

[103] 



104 One Hundred Mass Play Games 

nary tug of war. This game may be played in 
water that is shallow or where the contestants 
have to swim and pull the rope with one hand 
or by their teeth if they wish. This is further 
varied by placing the rope in the water be- 
tween the first and second ranks. At the com- 
mand, "Charge/' the teams seize the rope and 
try to force their opponents backward. 

NO. 87 

Dive Through the Tunnel, 

The teams are lined up in wheel formation, 
eight men in each spoke and at signal, the rear 
man of each spoke slaps the back of the man in 
front of him. This continues until the man at 
the hub of the spoke is reached. He whirls 
and dives between the legs of his spoke, taking 
up his position in the rear where he carries 
on as before. 

Note. The members of the spoke should 
keep moving toward the hub so as to keep the 
wheel uniform. 



One Hundred Mass Play Games 105 

NO. 88 

Chain Lock Race. 

Formation Company Front. Each squad 
forms a team. Send half of the squad, four 
men, to the opposite side of the pool, you now 
have four men of each squad on opposite sides 
of the pool facing each other. To play this 
game, the men swim in pairs with the inside 
arms locked. The first pair swim across, the 
second pair starts when touched by the first 
pair. Carrv on in this way until all of the differ- 
ent pairs have made their distance across the 
pool. This could be made a more strenuous 
game by having the pairs lock inside arms and 
legs. Otherwise, the game is carried on as the 
one above. Time determines the winner. 

NO. 89 

Deep Diving. 

Formation Company Front. Play one rank 
against the other, place them on opposite sides 
of the pool. Have cork markers, i. e., weights 
at bottom of pool, with cork and cord attached, 
equal to the number of either team. Place 



106 One Hundred Mass Play Games 

these at intervals down through the center of 
the pool, the cork will always locate the sinker. 
At the command, "Charge/' the teams dive 
from opposite sides of the pool. The team bring- 
ing up the greatest number of sinkers wins. 

NO. 90 

Rescue the Drowning, 

Formation Company Front. First rank forms 
first team, second rank forms second team. Di- 
vide the teams into two equal parts sending half 
of the team to the opposite side of the pool, 
the other half takes its position on the edge ol 
the pool and at the command, "Charge," they 
dive into the pool and rescue their comrades, 
bringing them back to the side of the pool from 
which they started. The position of the mem- 
bers of the team are reversed and those rescued 
have their chance to rescue their team mates. 
When the first team is through, the second team 
carries on in the same way, or it might be well 
to have the second team alternate half of the 
game with the first team thus giving a greater 
period of rest. This game can be played with- 
out a time limit, the greater number of rescues 



One Hundred Mass Play Games 107 

winning, or you can have a time limit, the win- 
ner being determined in the ordinary way. 

NO. 91 

Wheel Dive, 

Wheel formation, eight men in each spoke, 
each spoke constitutes a team. Have the mem- 
bers of the team or the captain select someone . 
to be ^^IT.'' This selection is made from each 
spoke. '^IT'^ takes up his position at the end 
of the spoke. At the command, ^'Charge," he 
dives through the legs of the spoke coming out 
at the center or hub of the wheel. The mem- 
bers of the spoke may assist him in every way 
possible. The game should be carried on in a 
series of three, five or seven contests. The team 
may choose a new ^^IT" each time or continue 
with the old one. The teams are ranked as, 
first, second, and third, the winners are de- 
termined as in the ordinary way. 

NO. 92. 

Long Dive. 

Formation Company Front. Front rank first 
team, rear rank second team. Teams are lined 



108 One Hundred Mass Play Games 

up on opposite sides of the pool and at the com- 
mand, '^Charge/' both teams dive into the water, 
making an effort to reach the opposite side. 
Team mates may help each other in any way 
possible. The last man upon the edge of the 
pool wins for his side. 

Note. The term that we have used here very 
often, ^The last man wins for his side'' means 
that the last man must complete the race before 
the game is ended for his side. If the opposing 
team gets their last man over the finish line 
first, it would win. 



NO. 93. 

Water Relay. 

Formation the Wheel. An inflated rubber 
ball is held by number one and at the signal is 
passed between the legs of the spoke, or over- 
head. When the end-man receives the ball he 
rushes forward taking up position at the head 
of the line or spoke, passing the ball back in 
the same way as number one. Winners deter- 
mined in the usual way. 



One Hundred Mass Play Games 109 

NO. 94 

Mail Pouch Hook, 

Formation Company Front. Give command 
^'Squads Right" (L). Have the set of fours 
form a wheel. You now have a wheel made up 
of a number of spokes of four men each, all 
facing in the direction of the circumference of 
the wheel. Select some one as ^^IT''. If he is 
touched before he hooks up with one of the 
spokes, he becomes the chaser. 

Note. The spokes may be made up of two 
men each. The game may be made more in- 
teresting by selecting a number of *^ITS" and 
''chasers.'^ 

NO. 95 

Horse and Rider Tug of War, 

Formation Company Front. ''Right by Files." 
Each column of files becomes a team. Four 
men of each team are riders and four are horses. 
The riders mount astride the shoulders of the 
horses. The teams are now in position for the 
tug of war. The rope is held by the riders. This 
game is varied by having the horses get down 



110 One Hundred Mass Play Games 

on hands and knees. The riders mount the 
backs of their horses but must not allow their 
feet to touch the ground. The rope is held over 
the shoulders of the rider with one hand, and 
he is allowed to grasp the shoulder of the horse 
with the other hand. The tug of war is now on. 

Note. These games may be played in or out 
of the water. 



CHAPTER 7. 
INDOOR STUNTS 

Pull Pin, 

Toe a line on the floor, stick a pin in the wall 
at the most convenient height for the contestant. 
With the hands behind the back, lean over and 
pull the pin with the lips or teeth. Keep mov- 
ing line on the floor back until all are elim- 
inated. 

Palm Spring, 

Toe a line on the floor, lean forward with the 
hands against the wall, try to regain upright 
position by pushing upward with the arms. 

Head Up, 

Lie flat on the back, pull up the legs, rolling 
forward on the shoulders, reverse and come to 
upright position without touching the hands. 

[Ill] 



112 One Hundred Mass Play Games 

Get the Penny. 
With the back and heels to the wall, lean for- 
ward and pick up a penny. 

Goose Foot 
Stand with the side against the wall and in- 
side foot touching the wall, raise outside foot 
and try to keep balance. 

Flip Penny. 
Put a penny on the elbow and flip it into the 
air and catch it before it strikes the ground. 

Finger on Nose. 
Place finger on nose, have someone try to pull 
it away by grasping your wrist and placing the 
other hand against your breast. (You can 
make this difficult by leaning your head for- 
ward.) 

Rotate Stick. 
Hold stick between two hands, bend backward 
and rotate body around stick. 

One Leg Squat. 
Squat on one leg and come to an upright po- 
sition without touching hands or other leg to 
the floor. 




CHART 7. riELD FOR IRISH BASEP^LL 



One Hundred Mass Play Games 113 

Crow Hop. 

Hold one foot in hand and jump through loop 
thus made with the other. 

Weighing Johnny, 

Have someone of your number weigh different 
ones by taking them on his back, holding their 
hands over his shoulder. As he lifts each one 
in this manner, he announces their weight to 
which the one being weighed agrees that the 
weigher is correct or nearly so. When you get 
the right man up to be weighed, all give him 
the ^^Hot Hand.'' 

Note. ^'Hot Hand" in this case means to 
spank the one who is being weighed. 

Eating Contest. 

Pie, crackers, bananas, watermelon, apple in 
a bucket of water. Any of the above may be 
used in the eating contest. In the above con- 
test, the hands are always held behind the back. 

Ghost Stunt. 

All stand up in a line, the leader who is the 
ghost and stands at the right end of the line, 



114 One hundred Mass Play Games 

says, "I saw a ghost last night/' and all of the 
candidates say, *What did he do?'' The ghost 
says, ^^HE did this" and squats down. All fol- 
low the example of the ghost. The ghost carries 
on with these questions and answers until he 
finally has them all squatting on one foot and 
arms extended forward when he suddenly falls 
to the left, bowling them all over like a row of 
ten pins. 

Stick to Your Pole. 

Two men astride a pole attempt to knock each 
other off with a stuffed club or pillow. 

Jug Balance, 

Player sits on a gallon jug or bottle that is 
placed on its side on the floor, heels are held 
off of the floor. From this position, he strikes 
a match and attempts to light a piece of twisted 
paper or sign his name. Hands or feet are 
not allowed to touch the floor. This can be 
varied by allowing one heel to touch the floor, 
placing the other heel on the top of the toe. 



APPENDIX 

Iri^sh Baseball. 

Irish baseball is a game that should be under- 
stood and played in every school in the United 
States. Its recommendations are that a score 
or more may play on each side, almost anyone 
young or old, girls or boys, may become efR^ 
cient players. It can be played on a very lim- 
ited court, sixty by a hundred feet. The only 
apparatus needed is an indoor ball and bat. 
The game arouses a great deal of interest and 
enthusiasm and is an all around fun making 
game. 

Note. Every army post should have this 
game. 

The field is one hundred by sixty feel, fifteen 
feet from each end, draw parallel lines to the 
upper and lower base lines, these zones are 
known as neutral zones. Draw middle line down 
through the center, this forms two zones thirty 
by seventy feet on each side of the middle line 

[115] 



116 One Hundred Mass Play Games 

known as No Man's Land. Draw two short 
lines at right angles from the upper base line 
each one yard from the center, one of these 
lines is the pitcher's box, the other line is the 
batter's box. Draw foul lines from the center 
of this space between pitcher's and batter's 
box so that they will make an angle of ninety 
degrees. The game is played with an indoor 
baseball and bat, the softer the ball the better. 
It is played under the baseball rules with the 
following exceptions : Formation company 
front, have the men count off consecutively, 
front rank first team, rear rank second team. 
The batter and pitcher are to stand facing each 
other both feet toeing the line representing 
their box. 

When number one is batting, number two of 
the same team is pitching. The ball should be 
tossed up by the pitcher so that in falling it 
would strike the center of the space between the 
batter and the pitcher. Three tosses by the 
pitcher without a fair hit by the batter puts the 
batter out, three outs side out. Modify by not 
counting the third attempt if it is a foul. A fair 
hit is a batted ball that goes inside the foul lines 



One Hundred Mass Play Games 117 

and over the parallel line fifteen feet from the 
base line. The batter after hitting the ball, may 
make a home run by going down on the right 
side of the middle line into the lower neutral 
zone and back on the left side into the upper 
neutral zone scoring one run. The batter after 
making fair hit, may step over into the upper 
neutral zone and wait for an opportunity to 
run, he may then advance into the lower neu- 
tral zone and there wait for an opportunity to 
come home. In this way, a number of runners 
may wait in either zone for an opportunity to 
advance. One or all may run home at the same 
time. Put outs are made by fielders catching a 
fly ball, by tagging or hitting a runner with 
the ball in No Man's Land, a runner going over 
m.iddle or side line to avoid being hit or tagged 
is out. Runners are safe when in neutral 
zones. A runner advancing from neutral zone 
on a fly ball that is caught, must return to zone, 
he may be tagged or hit while doing so. When 
ball leaves fielder's hand for pitcher's box, the 
runners cannot advance until a fair hit is made. 
A runner stepping over into No Man's Land 
Y/hile the ball is in fielder's hands, must go on to 



118 One Hundred Mass Play Games 

the next zone. Five to nine innings constitute 
a game. 

(Note. The pitcher is always the next num- 
ber after the batter of the same team. ) It will 
be found to an advantage to have a first base- 
man near the right hand side of the lower end 
zone and a similar baseman on the opposite side 
near the upper end zone. Outfielders in getting 
the ball will find it to their advantage to relay 
the ball to these basemen and let them hit or tag 
the runners rather than to make the effort 
themselves. 

Modified Indoor Baseball, 

Above is a game often played by the soldiers 
in France. Indoor baseball grounds were used 
and indoor baseball rules governed the game. 
About the only variation is the form of batting 
the ball. The ball used was an indoor base- 
ball or volley ball. Formation for the game 
was Company Front. Men counted off con- 
secutively, front rank becomes first team and 
rear rank second team. Often the distance 
to the pitchers' box was cut down one third, the 
batter called the kind of ball that he wanted. 



One Hundred Mass Play Games 119 

The batter used the side of his foot in batting 
the ball. A swinging, stiff legged kick with the 
side of the foot gave the best results. Three 
swings at the ball without making a fair hit 
was out. This was varied sometimes by allow- 
ing the batter himself to drop and kick the ball, 
otherwise, the game is carried on as an ordinary 
indoor baseball game. Variations of this game 
were introduced wherein the runner was crossed 
out or hit with the ball. 

Mass Cross Country Endurance Test. 
We started this event at Camp Eustis, Virgin- 
ia, with ten regiments each regiment starting 
one thousand men. It involves something of an 
advanced guard, scouting, map reading problem. 
At the same time it is a strenuous, endurance 
test. The ground covered in the event at Camp 
Eustis was about eight miles. The route over 
which each regiment or team was to travel 
was marked with sixteen stakes set about a 
quarter of a mile apart. The stakes were a 
piece of board about ten inches long, sharpened 
at one end and about two inches wide at the 
top. (Note. About four inches of the top of 
the stake was painted red.) The stakes were 



120 One Hundred Mass Play Games 

numbered consecutively, letters standing for 
the name of the regiment or team were also 
placed on the stakes. Regiments were drawn 
up on parade ground in column of squads, ten 
minutes before the race started, the leaders 
of the teams were given road maps showing 
routes and location of stakes. The first stake 
was pointed out to the leader of the team, at 
signal, each leader was to take his team out and 
over ground marked by stakes, find and pick up 
all stakes. At the final stake he was to draw 
up his team in a column of squads. From the 
last stake the teams could return in any way 
or formation that the leader thought best. Be- 
fore the team could report as having completed 
the race, each team must have eighty percent 
of its men in original formation on the parade 
ground and must be able to turn in all of the 
stakes. 

Note. It will be necessary to have mounted 
field judges to see that each team fully carries 
out the rules of the race. If it is not conven- 
ient to draw a road map, the flat side of each 
stake can be made to point in the direction of its 
successor. The stakes might also be placed at 



One Hundred Mass Play Games 121 

less distance. The routes chosen would usually 
be irregular winding in and out over hill, creek 
and canyon giving each team as near as possi- 
ble the same amount of ground and obstacles to 
overcome. The regiment that won the race at 
Camp Eustis was lead by Colonel Willerick, C. 
A. C. The Colonel had some good map readers 
as^his assistants, he threw out a point and a 
heavy scouting party and without much trouble 
was able to locate the stakes and keep his regi- 
ment moving. He also anticipated the crossing 
of several streams and made preparation for 
same. After he had drawn up his regiment at 
the last stake in a column of squads, he took ad- 
vantage of the best road and the shortest dis- 
tance to return to the parade ground. The 
Colonel returned with one hundred percent of 
his men several minutes ahead of any other or- 
ganization. 

A Suggested Field Event in Which Everyone 
Becomes a Counting Unit. 

In a test of this kind, you get the physical 
standing of each individual. Select a minimum 
low enough so that even those below the average 



122 One Hundred Mass Play Games 

can score. The grading is to be done on a 
scale of one hundred percent or one hundred 
points. 

standing Broad Jump, minimum 7 ft. Score 50 points. 
Standing Broad Jump, minimum 8 ft. Score 75 points. 
Standing Broad Jump, minimum 9 ft. Score 100 points. 

High Jump, minimum 36 inches. Score 50 points. 
High Jump, minimum 42 inches. Score 75 points. 
High Jump, minimum, 48 inches. Score 100 points. 

Shot Put, 12 lbs. minimum, 30 ft. Score 50 points. 
Shot Put, 12 lbs. minimum, 31 ft. Score 75 points. 
Shot Put, 12 lbs. minimum, 32 ft. Score 100 points. 

Fifty Yard Dash, minimum 7 seconds. Score 50 points. 
Fifty Yard Dash, minimum 61/2 seconds. Score 75 points. 
Fifty Yard Dash, minimum 6 seconds. Score 100 points. 

The above plan will probabl}^ need changing 
and modifying. It is only a suggestion as to 
what can be done. The important thing is 
that a plan is suggested here that will get every- 
one into the meet and make them a counting 
unit. We would like to bring everyone down 



One Hundred Mass Play Games 123 

out of the grand stand onto the field and start 
them playing. 

A Suggested Plan for Rural School Field Meet 

Divide your students into three grades ac- 
cording to age. We will only give the minimum 
here in this outline which will score fifty 
points. The director by trial can work out and 
determine what the other tests should be. 

AGE 9 TO 12. 
standing Broad Jump — minimum 5 ft. Score 50 points. 

High Jump, — minimum 30 in Score 50 points. 

Fifty Yard Dash — minimum 8 sec Score 50 points. 

Chinning Beam — minimum 3 times Score 50 points. 

AGE 12 TO 15. 
Standing Broad Jump — minimum 6 ft.__Score 50 points. 

High Jump — minimum 33 in Score 50 points 

Fifty Yard Dash — minimum 7y2 sec Score 50 points. 

Chinning Beam — minimum 4 times Score 50 points. 

AGE 15 TO 18. 
Standing Broad Jump — ^minimum 7 ft._ -Score 50 points. 

High Jump — minimum 36 in Score 50 points. 

Fifty Yard Dash — minimum 7 sec Score 50 points. 

Chinning Beam — minimum 5 times Score 50 points. 



124 One Hundred Mass Play Games 

The above, if worked out in detail, will give 
a practical competitive record of all the stu- 
dents in the school between the ages of nine 
and eighteen. It often happens under this plan 
that a contestant will make more than a hun- 
dred points in some of the events. A roll of 
the names of the contestants should be kept in 
the school room and a record of the points 
made entered thereon. This record should show 
what they can do at the beginning of the 
school year and at the close. Some directors 
instead of classifying as to age base their classi- 
fication upon weight. The plan is the same 
regardless of what classification is made. All 
field events will lend themselves to some such 
classification and plan of scoring. 

Setting Up Exercises, 
Setting up exercises should be used for poise 
of body and correction of defective parts but 
never as a substitute for general physical work. 
All exercises should begin and end with deep 
breathing. A very important thing to remem- 
ber is that the big muscles should be exercised 
first. The exercises given here are in series 
of three and bring into play the big muscles of 



One Hundred Mass Play Games 125 

chest and neck, waist and body and the hips 
and legs. In introducing these exercises, dem- 
onstrate rather than talk. Tell the class the 
object of each exercise. The movement should 
not be done in cadence but by command. 

1. Arms sideward (palms up) 2. PLACE. 3. Chest. 
4. RAISE. (Hold 5 seconds). 5. DOWN. (Repeat 
three times, lifting the chest high). 

2. Hands on shoulders with straddle. 2. PLACE. 

3. Trunk turning (right & left), wth arms sideward. 4 
ONE. 5. TWO. 6. THREE. 7. FOUR. 

3. Heels raising with arms sideward. 3. ONE. 4. 
TWO. 

4. Hands on hips. 2. PLACE. 3 Head backward. 

4. BEND. 5. RAISE. 

5. Arms sideward, 2. PLACE. 3. Trunk forward, 
with hands on shoulders. 4. ONE. 5. TWO. 

6. Hands on hips. 2. PLACE. 3. Knee upward with 
arms sideward. 4. ONE. 5. TWO. 6. THREE. 7. 
FOUR. Give here quickening exercise or snappy march- 
ing. 

7. Hands on shoulders. 2. PLACE. 3. Chest. 4. 
RAISE. (Hold 5 seconds). 5. DOWN. (Repeat three 
times, lifting the chest high). 



126 One Hundred Mass Play Games 

8. Arms sideward with straddle. 2. PLACE. 3. 
Trunk sideward (right & left), with hands on shoulders. 
4. One. 5. TWO. 6. THREE. 7. FOU,R. 

9. Hands on hips. 2. PLACE. 3. Heels raising and 
knees full bending. 4. ONE. 5. TWO. 6. THREE. 
7. FOUR. 

10. Hands on shoulders. 2. PLACE. 3. Trunk 
backward. 4. BEND. 5. RAISE. (This is an exag- 
gerated backward bending of the head. The head moves 
first, followed by the upper spine. Avoid increasing the 
bend in the small tof the back). 

11. Leaning-rest. 2. PLACE. (In two motions — 
squatting with hands on ground, stretch legs backward 
to straddle). 3. RECOVER. After second week: 3. 
Arms bending and stretching. 4. ONE. 5. TWO. (Dip 
three times and increase each week). 

12. (a) Deep breathing with heels raising and arms 
raising. 2. INHALE. 3. EXHALE. 

The above exercises are only a suggestion as 
to the proper way of starting the exercising of 
the big muscles first. A line let drop from each 
side of the base of the neck to the groin would 
outline that part of the body in which we live. 
Any accumulation of fat or overweight in this 
part of the body endangers our health. To 
the bending, twisting and stretching of the mus- 



One Hundred Mass Play Games 127 

cles of this part of the body as given above, we 
will add a few more which are considered 
strenuous. 

Sit flat on the floor with the back straight 
and without bending the knees raise legs to the 
count of ONE, TWO. 

Lay flat on the back, arms extended, draw up 
knees and swing them from side to side strik- 
ing the floor on the count ONE, TWO. 

Face downward, arms and legs extended, lift 
arms and legs without bending elbows or knees 
counting ONE, TWO. (This gives a sort of 
rocking motion on the stomach muscles). - 

Swimming the Universal Exercise. 

Swimming is the universal exercise and 
should be practiced by both the old and the 
young. It gives a perfect rest to the tired mind, 
since you cannot swim and think of other things 
at the same time. It tones and cleanses the 
body making it capable of greater resistance 
to disease and weather. This article is for 
those who are trying to learn to swim, since that 
is the primary thing. 



128 One hundred Mass Play Games 

There are five things that should be learned 
by a beginner, confidence, breathing, balance, 
co-ordination and relaxation. 



Where you have a large class of beginners, 
take them into water waist deep and have them 
face the shore, give a short talk showing them 
that the water in their friend in many ways. The 
next step is to have them take a deep breath, 
bend their knees and submerge. Some will 
come up badly scared and half strangled. Cor- 
rect their errors, and keep this up until all 
have confidence that the water will not hurt 
them. To gain further confidence show them 
by example that the body is inclined to float. 
Have them submerge and open their eyes, show 
them how to come to a standing position by 
bringing the knees up to the chest and striking 
downward with the hands. Most beginners 
reach for the bottom, strangle and lose confi- 
dence. Always breathe through the mouth and 
exhale through the nose, turn the head or roll 
the body to one side and quickly fill the lungs. 
Fear is often caused by improper breathing. 



One Hundred Mass Play Games 129 

To keep the balance, keep the face down in ttie 
water, breathe as suggested. Use the forearm 
paddle and kick the legs from the knees down. 
This should keep the body horizontal. 

To learn to swim, you must co-ordinate the 
plunge, kick, paddle and breathing. In the 
kick, do not flex the thighs, but kick from the 
knees. The paddle is a vigorous stroke of the 
forearm at right angles to the surface of the 
water. (One can practice this by placing the 
body across two chairs, face downward.) 

In the average person supposed to be at rest 
there are often muscles or groups of muscles in 
a state of chronic contraction. This is the same 
thing as saying that the average person does 
not know how to relax. Furthermore, it will be 
found that the average person in executing any 
movement will habitually contract muscles or 
groups of muscles which do not contribute to 
the movement. Watch the face of anyone chos- 
en at random and see the manner in which the 
lip and jaw muscles contract in time with mus- 
cles of the hand and arm while that person is 
plying a pair of scissors. 



130 One Hundred Mass Play Games 

One who has confidence can completely relax 
in the water. The soothing support of the wa- 
ter relieves nervous tension and produces lux- 
urious relaxation. 

PHYSICAL RECORD CHART. 
A physical and medical record chart based 
on the plan or outline that we have suggested 
here should be kept of all pupils entering school. 
Any teacher with a little preparation can take 
the physical record and should have no trouble 
in securing a competent physician to make the 
physical examination. 



One Hundred Mass Play Games 131 

Physical Record Chart 

NOTE. Front side. 

Name Address 

Father's Name Nationality 

Mother's Name Nationality 

Date Age 



Height- 
Weight- 
Posture. 
Neck 



"^ Normal 

Chest V 

Expanded 



Shoulders 

Waist 

Hips 

rUpper. 
Legs Jcalf__. 

I Ankle- 

r Right- 
Feet I Left- - 

r Right. 
^™' iLeft-. 



Spine 

Lung Capacity. 



Corrective Exercises Used__ 

Remarks: 

Slgned- 



Phys. Director. 



132 



One Hundred Mass Play Games 



Not«. Back side. 
Date 



General Appearance.. 

Skin 

Heart & Circulation__ 

Lungs 

Nose 

Teeth 

Throat 



Eyes l^''^*'*- 

r 



Left- 
Ears /Right. 
^Left- 
Glands 

Tonsils 



Special Exercises 

History of What Diseases— - 

Remarks: 

Siened- 



Phys. Director. 



H 64~84 








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